2016-12-08 08:52:44 -05:00
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
2014-03-14 14:13:41 -04:00
using System ;
using System.Collections.Generic ;
using System.Text ;
using System.IO ;
2015-08-12 12:13:26 -04:00
using System.Linq ;
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
using System.Xml.Linq ;
2014-03-14 14:13:41 -04:00
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 VisualStudioSolutionFolder : MasterProjectFolder
2014-03-14 14:13:41 -04:00
{
/// <summary>
/// Constructor
/// </summary>
2015-09-24 12:37:21 -04:00
public VisualStudioSolutionFolder ( ProjectFileGenerator InitOwnerProjectFileGenerator , string InitFolderName )
: base ( InitOwnerProjectFileGenerator , InitFolderName )
2014-03-14 14:13:41 -04:00
{
// Generate a unique GUID for this folder
// NOTE: When saving generated project files, we ignore differences in GUIDs if every other part of the file
// matches identically with the pre-existing file
FolderGUID = Guid . NewGuid ( ) ;
}
/// GUID for this folder
public Guid FolderGUID
{
get ;
private set ;
}
}
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
enum VCProjectFileFormat
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
{
Default , // Default to the best installed version, but allow SDKs to override
VisualStudio2012 , // Unsupported
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3386108)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3345860 on 2017/03/14 by Daniel.Lamb
Fixed crash when building DLC
#test Cook paragon.
Change 3347324 on 2017/03/15 by Gil.Gribb
UE4 - Removed old code relating to FAsyncArchive, FAsyncIOSubsystemBase and package level compression. The editor now uses the lowest levels on the new async IO scheme.
Change 3347331 on 2017/03/15 by Robert.Manuszewski
Fix for a crash caused by GC killing BP class (due to no strong references) but its CDO is being kept alive because it was in the same cluster as the class and was not marked as pending kill.
#jira UE-42732
Change 3347371 on 2017/03/15 by Graeme.Thornton
Fix for runtime asset cache not invalidating files with an outdated version number
Change 3349161 on 2017/03/16 by Steve.Robb
Generated UFUNCTION FNames no longer exported.
Misc refactors of code generation.
Change 3349167 on 2017/03/16 by Steve.Robb
Unused TBoolConstant removed (the more general TIntegralConstant should be used instead).
Change 3349274 on 2017/03/16 by Gil.Gribb
UE4 - Fix loading a package that is already loaded.
Change 3349534 on 2017/03/16 by Ben.Marsh
UBT: Check that the SN-DBS service is running before attempting to use it.
Change 3349612 on 2017/03/16 by Gil.Gribb
UE4 - Increased estimate of summary size.
Change 3350021 on 2017/03/16 by Gil.Gribb
UE4 - Fixed crash in signature checks when mounting pak files.
Change 3350052 on 2017/03/16 by Ben.Marsh
Remove invalid characters from macro names before passing as macro values. Prevents compile errors for projects which have apostrophes in the name.
Change 3350360 on 2017/03/16 by Ben.Marsh
UAT: Fix non-threadsafe access of ExeToTimeInMs when spawning external processes.
Change 3351670 on 2017/03/17 by Ben.Marsh
UBT: Ignore all default libraries when creating import libs. Sometimes #pragma comment(lib, ...) directives can add force additional libraries onto the linker/librarian command line. We don't want or need these included when generating import libraries, but they can cause errors due to search paths not being able to find them.
Change 3352289 on 2017/03/17 by Ben.Marsh
Fix issues working with > 2GB archives caused by truncation of the return value from FArchive::Tell() down to 32-bits.
Change 3352390 on 2017/03/17 by Ben.Marsh
Remove unused/out of date binaries for CrashReporter.
Change 3352392 on 2017/03/17 by Ben.Marsh
Remove UnrealDocTool binaries. This is distributed through a Visual Studio plugin now.
Change 3352410 on 2017/03/17 by Ben.Marsh
Remove P4ChangeReporter. I don't believe this is used any more.
Change 3352450 on 2017/03/17 by Ben.Marsh
Disable including CrashReporter by default when packaging projects. This is only useful with a CrashReporter backend set up, which only usually applies to Epic internal projects.
Change 3352455 on 2017/03/17 by Ben.Marsh
Remove RegisterPII and TranslatedWordsCountEstimator executables. Don't believe these are used any more.
Change 3352940 on 2017/03/17 by Wes.Hunt
Update CRP to not send Slack queue size updates unless the waiting time is greater than 1 minute.
#codereview: jin.zhang
Change 3353658 on 2017/03/20 by Steve.Robb
Fix for crash when importing a BP which has a populated TMap with an enum class key.
Change 3354056 on 2017/03/20 by Steve.Robb
TAssetPtr<T> can now be constructed from a nullptr without a full definition of T.
Change 3356111 on 2017/03/21 by Graeme.Thornton
Fix for UE-34131
- Support double and fname stat types in UFE stat export to CSV
#jira UE-34131
Change 3358584 on 2017/03/22 by Daniel.Lamb
Fixed the garbage collection keep flags when cleaning the sandbox for iterative cooking.
#test Cook shootergame
Change 3360379 on 2017/03/23 by Gil.Gribb
UE4 - Avoid adding a linker annotation if it actually hasn't changed. Improves ConditionalBeginDestroy performance.
Change 3360623 on 2017/03/23 by Gil.Gribb
UE4 - Change from MarcA to avoid a redudnant removal of PrimitiveComponent from the streaming managers during ConditionalBeginDestroy.
Change 3360627 on 2017/03/23 by Gil.Gribb
UE4 - Optimized UObject hash tables for speed and space.
Change 3361183 on 2017/03/23 by Gil.Gribb
UE4 - Fixed change to NotifyPrimitiveDetached so that it works in the editor.
Change 3361906 on 2017/03/23 by Steve.Robb
Fix for a bad hint index when instantiating map property subobjects when the defaults has fewer but non-zero elements.
#jira UE-43272
Change 3362839 on 2017/03/24 by Gil.Gribb
UE4 - Fixed hash table lock optimization.
Change 3367348 on 2017/03/28 by Robert.Manuszewski
Making sure streamed-in SoundWaves get added to GC clusters.
Change 3367386 on 2017/03/28 by Ben.Marsh
EC: Pass the Semaphores property from a build type as a parameter to new build jobs.
Change 3367422 on 2017/03/28 by Ben.Marsh
EC: Allow limiting the number of scheduled jobs that will be automatically run at a particular time. Each build type can have a 'Semaphores' property in the branch settings file, which will be copied to newly created jobs. Before scheduling new jobs, EC is queried for the 'Semaphores' property on any running jobs, and build types with existing semaphores will be skipped. Does not prevent jobs from being run manually.
Change 3367469 on 2017/03/28 by Ben.Marsh
EC: Prevent multiple incremental jobs running at once.
Change 3367640 on 2017/03/28 by Ben.Marsh
Plugins: Add an optional EngineVersion field back into the plugin descriptor. If set, the engine will warn if the plugin is not compatible with the current engine version. Plugins will set this field by default when packaging; pass -Unversioned to override.
Change 3367836 on 2017/03/28 by Uriel.Doyon
Improved handled of references in the streaming manager
Change 3369354 on 2017/03/29 by Graeme.Thornton
Added AES encrypt/decrypt functions that take a byte array for the key
Change 3369804 on 2017/03/29 by Ben.Marsh
Remove incorrect "EngineVersion" settings from plugin descriptors.
Change 3370462 on 2017/03/29 by Ben.Marsh
Editor: Install Visual Studio 2017 by default, instead of Visual Studio 2015. Changed to use ExecElevatedProcess() to prevent installer failing to run if the current user is not already an administrator.
#jira UE-43467
Change 3371598 on 2017/03/30 by Ben.Marsh
UBT: Fix message for missing toolchain in VS2017.
Change 3372827 on 2017/03/30 by Ben.Marsh
BuildGraph: Output an error at the end of each step if any previous build products have been modified.
Change 3372947 on 2017/03/30 by Ben.Marsh
[Merge] Always add the host editor platform as supported in an installed build. Not doing so prevents the build platform being registered in UBT, which prevents doing any platform-specific staging operations in UAT.
Change 3372958 on 2017/03/30 by Ben.Marsh
[Merge] Simplify log output for cooks. Suppress additional timestamps from the editor when running through UAT.
Change 3372981 on 2017/03/30 by Ben.Marsh
[Merge] Modular game fixes for UAT
* Store list of executable names from the receipts instead of generating them from Target/Platform/Config/Architecture combination
* Get full list of staged executables from receipts instead of assuming only non-code projects are in Engine
* Always pass short project name as Bootstrap argument, so that modular game exe knows which project to start
Change 3373024 on 2017/03/30 by Ben.Marsh
[Merge] Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep.
Change 3373041 on 2017/03/30 by Ben.Marsh
[Merge] Added UAT script to replace assets with another source
Renamed ReplaceAssetsCommandlet to GenerateAssetsManifest as it now outputs a list of files and has nothing specific about replacing files
Change 3373052 on 2017/03/30 by Ben.Marsh
[Merge] Changed CopyUsingDistillFileSet command so that it can use a pre-existing manifest file instead of running commandlet
Change 3373092 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash attempting to load cooked static mesh in editor
Change 3373112 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash caused by loading cooked StaticMesh in editor that didn't have any SourceModels
Change 3373132 on 2017/03/30 by Ben.Marsh
[Merge] Added Additional Maps that are always cooked to the GenerateDistillFileSetsCommandlet
Change 3373138 on 2017/03/30 by Ben.Marsh
[Merge] Fixed code issue with playback of cooked SoundCues
Skip over code using editor only data when editor data has been stripped
Change 3373143 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash when attempting to open multiple cooked assets
Change 3373156 on 2017/03/30 by Ben.Marsh
[Merge] Added commandlet to replace game assets with those from another source (intended for cooked asset replacement)
Change 3373161 on 2017/03/30 by Ben.Marsh
[Merge] Prevented crash by not attempting to Load Mips again if a package has cooked data
Change 3373168 on 2017/03/30 by Ben.Marsh
[Merge] Fix output path for DLC pak file, so it can be discovered by the engine and automatically mounted (and to stop it colliding with the main game pak file).
Change 3373204 on 2017/03/30 by Ben.Marsh
[Merge] Fix crash when switching levels in PIE, due to bulk data already having been discarded for cooked assets. Cooking sets BULKDATA_SingleUse for textures, but PIEing needs to keep bulk data around.
Change 3373209 on 2017/03/30 by Ben.Marsh
[Merge] Fix missing material in mod editor for cooked assets.
Change 3373388 on 2017/03/30 by Ben.Marsh
[Merge] Various improvements to the plugin browser and new plugin wizard from Robo Recall.
Change 3374200 on 2017/03/31 by Ben.Marsh
[Merge] Latest OdinEditor plugin from //Odin/Main, to fix build failures. Re-made change to OdinUnrealEdEngine to remove dependencies on analytics.
Change 3374279 on 2017/03/31 by Ben.Marsh
PR #3441: Invalid JSON in FeaturePacks (Contributed by projectgheist)
Change 3374331 on 2017/03/31 by Ben.Marsh
UBT: Disable warning pragmas on Mono; not supported on current compiler.
#jira UE-43451
Change 3375108 on 2017/03/31 by Ben.Marsh
Removing another plugin EngineVersion property.
Change 3375126 on 2017/03/31 by Ben.Marsh
Fix incorrect executable paths being generated for Windows.
Change 3375159 on 2017/03/31 by Graeme.Thornton
Pak Index Encryption
- Added "-encryptindex" option to unrealpak which will encrypt the pak index, making the pak file unreadable without the associated decryption key
- Added "-encryptpakindex" option to UAT to force on index encryption
- Added "bEncryptPakIndex" setting to project packaging settings so pak encryption can be controlled via the editor
Change 3375197 on 2017/03/31 by Graeme.Thornton
Enable pak index encryption in shootergame
Change 3375377 on 2017/03/31 by Ben.Marsh
Add build node to submit updated UnrealPak binaries for Win64, Mac and Linux. Currently has to be run via a custom build on EC, with the target set to "Submit UnrealPak Binaries".
Change 3376418 on 2017/04/03 by Ben.Marsh
BuildGraph: Always clear the cached node state when running locally without having to manually specify the -ClearHistory argument. The -Resume argument allows the previous behavior of continuing a previous build.
Change 3376447 on 2017/04/03 by Ben.Marsh
Build: Remove some unused stream settings
Change 3376469 on 2017/04/03 by Ben.Marsh
Build: Add a customizable field for the script to use for custom builds in every branch.
Change 3376654 on 2017/04/03 by Ben.Marsh
Add a fatal error message containing the module with an outstanding reference when trying to unload it.
#jira UE-42423
Change 3376747 on 2017/04/03 by Gil.Gribb
UE4 - Fixed crash relating to FGenericAsyncReadFileHandle when not using the EDL.
Change 3377173 on 2017/04/03 by Ben.Marsh
Make sure callstacks are written to stdout following a crash on a background thread.
Change 3377183 on 2017/04/03 by Ben.Marsh
Removing support for building VS2013 targets. Ability to generate VS2013 project files is still allowed, but unsupported (via the -2013unsupported command line argument).
Change 3377280 on 2017/04/03 by Ben.Marsh
Build: Post UGS badges for all UE4 development streams, with the project set to $(Branch)/...
Change 3377311 on 2017/04/03 by Ben.Marsh
Build: Set the 'Semaphores' parameter for any jobs started from a schedule.
Change 3377326 on 2017/04/03 by Ben.Marsh
UGS: Show badges which match an entire subtree if the project field ends with "...".
Change 3377392 on 2017/04/03 by Ben.Marsh
Add badges to UE4/Main and UE4/Release streams, and change the names of the builds in development streams to distinguish them.
Change 3377895 on 2017/04/03 by Ben.Marsh
EC: Send notification emails whenever UAT fails to compile.
Change 3377923 on 2017/04/03 by Ben.Marsh
Build: Use a different semaphore for the common editors build target to the incremental compile build target.
Change 3378297 on 2017/04/04 by Graeme.Thornton
Fix incorrect generation of UE_ENGINE_DIRECTORY in UBT
Change 3378301 on 2017/04/04 by Ben.Marsh
UBT: Try enabling bAdaptiveUnityDisablesPCH by default, to reduce the number of build failures we see due to missing includes.
Change 3378460 on 2017/04/04 by Graeme.Thornton
Remove dependency preloading system from sync and async loading paths
Change 3378535 on 2017/04/04 by Robert.Manuszewski
Fix for audio crash when launching Ocean PIE after removing the audio chunk allocation in CL #3347324
#jira UE-43544
Change 3378575 on 2017/04/04 by Robert.Manuszewski
Making sure actor clusters are not created in non-cooked builds
#jira UE-43617
#jira UE-43614
Change 3378589 on 2017/04/04 by Robert.Manuszewski
Disabling debug GC cluster logging
#jira UE-43617
Change 3379118 on 2017/04/04 by Robert.Manuszewski
Disabling actor clustering by default, keeping it on in Orion and Ocean
Change 3379815 on 2017/04/04 by Ben.Marsh
Revert change to derive executable names from target receipts. While a better solution than making them up, Android relies on having the base executable names for supporting multiple architectures.
Change 3380811 on 2017/04/05 by Gil.Gribb
UE4 - Put the special boot order things into baseengine.ini so that licensees and games can add to it.
Change 3383313 on 2017/04/06 by Uriel.Doyon
Integrated CL 3372436 3372765 3373272 from Dev-Rendering
#JIRA UE-43669
Change 3383531 on 2017/04/06 by Ben.Marsh
UGS: Ignore failures when querying whether paths exist. Permissions can cause this folder to fail, even if it will succeed at a parent directory.
Change 3383786 on 2017/04/06 by Ben.Zeigler
Back out changelist 3382694 and replace with CL #3383757 from bob.tellez:
Fix memory stomping issue caused by removing a FFortProfileSynchronizeRequest from SynchronizeRequests in UFortRegisteredPlayerInfo::UpdateSynchronizeRequest before SynchronizeProfile had finished executing
Change 3385089 on 2017/04/07 by Gil.Gribb
UE4 - Critical. Fixed memory leak in pak precacher.
[CL 3386123 by Ben Marsh in Main branch]
2017-04-10 11:00:33 -04:00
VisualStudio2013 , // Unsupported
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
VisualStudio2015 ,
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209300)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3146735 on 2016/09/30 by Ben.Marsh
EC: Add the standard postprocessor onto conform job steps.
Change 3147190 on 2016/09/30 by Ben.Marsh
UBT: Add a whitelist for circular dependencies between modules, and output a warning if any new circular dependencies are added.
Change 3148611 on 2016/10/03 by Matthew.Griffin
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3149098 on 2016/10/03 by Ben.Marsh
PR #2821: Fix to stop BuildGraph-created files from being tracked by Git (*.manifest and 'LocalBuilds/') (Contributed by BrodyHiggerson)
Change 3149395 on 2016/10/03 by Ben.Marsh
UBT: Don't execute pre- and post-build steps when generating project files.
Change 3150398 on 2016/10/04 by Ben.Marsh
UBT: Fix support for the OptimizeCode setting on Mac, HTML5, Android, Linux, iOS, and XboxOne, and use it to control optimization level in DebugGame configurations. Also determine whether optimization should be enabled for a module at the UEBuildModule level, rather than deriving it (inconsistently) from the ModuleRules enum in the toolchain.
#jira UE-18652
Change 3150569 on 2016/10/04 by Ben.Marsh
UBT: Remove the NativeBuildEnvironmentConfiguration and NativeBuildEnvironmentConfiguration.TargetInfo classes; store the platform/configuration/architecture on the CPPEnvironment and LinkEnvironment directly.
Change 3150606 on 2016/10/04 by Ben.Marsh
UBT: Remove support for C++/CLR modules. There's quite a lot of baggage to support it, and I suspect it's already rotted since we don't use it.
Change 3150628 on 2016/10/04 by Ben.Marsh
UBT: Remove .NET framework assembly paths for C++ modules.
Change 3150640 on 2016/10/04 by Ben.Marsh
UBT: Move functionality for finding headers into its own class (CPPHeaders), rather than hijacking CPPEnvironment.
Change 3152101 on 2016/10/05 by Ben.Marsh
UBT: Always force include PCHs, even if they're the first header in the file. Clang already has to work this way, as do shared pchs on Windows, and it's simpler to use the same system universally.
Change 3153231 on 2016/10/06 by Ben.Marsh
UBT: Write arguments for the Visual C++ toolchain to the response file on separate lines, for easier debugging.
Change 3154868 on 2016/10/07 by Richard.Fawcett
Ensure that child instances of UAT invoked by BuildGraph honor p4 and submit properties
Change 3155017 on 2016/10/07 by Ben.Marsh
Lightmass: Add a prefix to all SSE macros to distinguish from overlapping implementations in Core.
Change 3156159 on 2016/10/08 by Ben.Marsh
UBT: Rewrite code to generate/consume shared PCHs in a way that is compatible with Clang platforms (and which doesn't require supressing warnings on Windows)
* Per-module defines are now set via a generated header rather than the command line (Definitions.<ModuleName>.h). This header is force-included AFTER the shared PCH header.
* Shared PCHs are now built using the public compile environment only, eliminating situations where private include paths and definitions from the first module using the shared PCH were being passed to the compiler.
* Shared PCHs can now be generated in separate optimized/unoptimized variants if necessary due to per-module optimization settings
* Names of shared PCHs now follow the pattern "SharedPCH.<ModuleName>.h" to distinguish from private PCHs
* Enabled shared PCHs for Mac, iOS, Linux.
Reduces UE4Editor Mac build times by ~25% (~21m vs ~28m).
Change 3163040 on 2016/10/14 by Ben.Marsh
UBT: Add an option to export a target's properties, modules, and binaries for external analyzers (-jsonexport and -jsonexport=<filename>). Also add an option to specifically supress building a target (-skipbuild).
Change 3165028 on 2016/10/17 by Ben.Marsh
PR #2799: Set Windows exe properties from ini (Contributed by projectgheist)
Change 3165076 on 2016/10/17 by Ben.Marsh
Build: Remove run conditions from agent setup steps. Should fix issues where an agent doesn't run because the preconditions for one of its nodes failed, but which doesn't prevent another node from running. (Also: being able to see an expanded list of job steps is a useful feature, and it doesn't take much time to run if it's a no-op).
Change 3167773 on 2016/10/19 by Ben.Marsh
BuildGraph: More flexible <Copy> task for BuildGraph. Now takes "From" and "To" attributes, which may take individual files as well as wildcards, and permits renaming as part of copies. Separate "Files" attribute is still supported, but is now optional, and is used to filter the list of source files.
Examples, taken from Engine/Build/Graph/TagsAndFiles.xml:
<!-- Source and destination are treated as directories due to presence of 'Files' attribute -->
<Copy Files="..." From="Engine/Build" To="Output0" />
<!-- Single file -->
<Copy From="Engine/Build/Build.version" To="Output1/Output.version" />
<!-- Output treated as directory -->
<Copy From="Engine/Build/.../*.txt" To="Output2" />
<Copy From="Engine/Build/.../*.txt" To="Output3/" />
<Copy From="Engine/Build/....txt" To="Output4" />
<!-- With rename -->
<Copy From="Engine/Build/....txt" To="Output5/....old" />
<!-- Copy only subdirectories of Engine/Build, but maintain directory structure -->
<Copy From="Engine/Build/*/....txt" To="Output6/" />
<!-- Match bat*/.../*.txt -->
<Copy From="Engine/Build/bat...txt" To="Output7" />
<!-- Copy only PS4 subfolders -->
<Copy From="Engine/Build/.../ps4/..." To="Output8" />
Change 3167852 on 2016/10/19 by Ben.Marsh
BuildGraph: Add a <Move> task, which can move or rename files using the same syntax as the <Copy> task.
Change 3168034 on 2016/10/19 by Ben.Marsh
BuildGraph: Add support for multi-line properties, declared inside a <Property> tag.
Mutli-line properties can be useful for making lists for filtering. Each non-empty line inside the property tag is stripped of leading and trailing whitespace, and appended to the property value separated by a semicolon. For example, the following two properties have an identical value:
<Property Name="Prop1" Value="One;Two;Three;One hundred"/>
<Property Name="Prop2">
<!-- Some numbers -->
One
Two
Three
<!-- Values are delimited by newlines; spaces within a line are preserved -->
One hundred
</Property>
Change 3169256 on 2016/10/20 by Ben.Marsh
UBT: Fix chronic algorithmic complexity of StableTopologicalSort(). Was recursively building lists of dependencies for each module, scanning linearly to find dependencies, and only caching pairs of modules being checked. Now caches a flat set of dependencies for each module.
Previously took >10s to run on my machine, now takes < 0.2s.
Change 3169271 on 2016/10/20 by Ben.Marsh
BuildGraph: Modify implementation of task merging. Instead of combining multiple tasks together, allow any task to supply a proxy executor instance deriving from ITaskExecutor, to which other tasks can be added. Keeps the in-memory representation closer to the script representation, and makes it easier to re-export preprocessed scripts and do in-memory analysis of the graph.
Change 3179662 on 2016/10/31 by Matthew.Griffin
Fixed last remaining issues with building QAGameEditor as a monolithic executable
Added a node for building mono editor in CIS so that we catch any new issues
#jira UE-32712
Change 3184857 on 2016/11/03 by Matthew.Griffin
Removing CopyVisualizers now that UE4.natvis is included in solution and we're not supporting VS2013
#jira UE-35628
Change 3187232 on 2016/11/04 by Ben.Marsh
UGS: Fix editor .target file being deleted when doing a content-only sync, and causing a prompt to rebuild the editor when trying to launch.
Change 3188413 on 2016/11/07 by Matthew.Griffin
Added Switch to Installed Build so that it matches pattern for other confidential platforms
Change 3188426 on 2016/11/07 by Matthew.Griffin
Changed BuildPlugin command so that it reads from installed platform data to get list of target platforms
Some hard coding remains so as to not change functionality for code users, Mac only built on Mac etc.
#jira UE-36205
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3191372 on 2016/11/09 by Ben.Marsh
UGS: Ensure project config file remains valid even if sync is aborted due to files needing resolve. Prevents user configuration from not being applied onto build steps.
Change 3191381 on 2016/11/09 by Ben.Marsh
UGS: Allow Ctrl-A to select all in the log window.
#jira UE-38378
Change 3193388 on 2016/11/10 by Ben.Marsh
Change installed plugins to be disabled by default, but display a notification in the editor the first time you load a project with a new one. Installed plugins which are new to this project will be adorned with a "NEW!" badge in the plugin browser.
Change 3193677 on 2016/11/10 by Ben.Marsh
UBT: Remove global static instance of ActionGraph. Instance is now instantiated and passed around to functions that require it.
Change 3193942 on 2016/11/10 by Ben.Marsh
UBT: Store the include cache as an instanced object on each target, rather than looking up separate caches in a global variable.
Change 3198296 on 2016/11/15 by Ben.Marsh
UBT: Include .modules files in target receipts and manifests.
Change 3200284 on 2016/11/16 by Matthew.Griffin
Move Sample game projects into a different solution folder like Templates
Change 3205168 on 2016/11/19 by Ben.Marsh
Update strings to refer to Visual Studio "15" as Visual Studio 2017.
Change 3206333 on 2016/11/21 by Ben.Marsh
Merge fix to detection of VS2017 RC from 4.14 release.
Change 3206786 on 2016/11/21 by Ben.Marsh
BuildGraph: Spawn child processes to embed source server information into PDB files in parallel.
Change 3207588 on 2016/11/22 by Ben.Marsh
UBT: Reduce the number of resource files needed to compile local builds. ModuleVersionResource.rc.inl is now always only compiled once, and linked into each output binary. The default PCLaunch.rc file is also only compiled once, expect when making formal builds (where -formal is passed on the command line, or a changelist is set in Build.version). This ensures that the OriginalFileName metadata is still set for output binaries in binary releases.
[CL 3209331 by Ben Marsh in Main branch]
2016-11-23 15:34:07 -05:00
VisualStudio2017 ,
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
}
2014-03-14 14:13:41 -04:00
/// <summary>
/// Visual C++ 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 VCProjectFileGenerator : ProjectFileGenerator
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
/// <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
/// The version of Visual Studio to generate project files for.
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
/// </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
[XmlConfigFile(Name = "Version")]
VCProjectFileFormat ProjectFileFormat = VCProjectFileFormat . Default ;
/// <summary>
/// Whether to add the -FastPDB option to build command lines by default
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
bool bAddFastPDBToProjects = false ;
/// <summary>
/// Whether to generate per-file intellisense data
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
bool bUsePerFileIntellisense = false ;
/// <summary>
/// Whether to include a dependency on ShaderCompileWorker when generating project files for the editor.
/// </summary>
[XmlConfigFile(Category = "BuildConfiguration")]
bool bEditorDependsOnShaderCompileWorker = true ;
/// <summary>
/// Override for the build tool to use in generated projects. If the compiler version is specified on the command line, we use the same argument on the
/// command line for generated projects.
/// </summary>
string BuildToolOverride ;
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
2015-09-17 09:15:44 -04:00
/// Default constructor
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
public VCProjectFileGenerator ( FileReference InOnlyGameProject , string [ ] Arguments )
2015-09-24 12:37:21 -04:00
: base ( InOnlyGameProject )
2015-09-17 09:15:44 -04:00
{
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
XmlConfig . ApplyTo ( this ) ;
foreach ( string Argument in Arguments )
{
if ( Argument . Equals ( "-2012unsupported" , StringComparison . InvariantCultureIgnoreCase ) )
{
ProjectFileFormat = VCProjectFileFormat . VisualStudio2012 ;
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3386108)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3345860 on 2017/03/14 by Daniel.Lamb
Fixed crash when building DLC
#test Cook paragon.
Change 3347324 on 2017/03/15 by Gil.Gribb
UE4 - Removed old code relating to FAsyncArchive, FAsyncIOSubsystemBase and package level compression. The editor now uses the lowest levels on the new async IO scheme.
Change 3347331 on 2017/03/15 by Robert.Manuszewski
Fix for a crash caused by GC killing BP class (due to no strong references) but its CDO is being kept alive because it was in the same cluster as the class and was not marked as pending kill.
#jira UE-42732
Change 3347371 on 2017/03/15 by Graeme.Thornton
Fix for runtime asset cache not invalidating files with an outdated version number
Change 3349161 on 2017/03/16 by Steve.Robb
Generated UFUNCTION FNames no longer exported.
Misc refactors of code generation.
Change 3349167 on 2017/03/16 by Steve.Robb
Unused TBoolConstant removed (the more general TIntegralConstant should be used instead).
Change 3349274 on 2017/03/16 by Gil.Gribb
UE4 - Fix loading a package that is already loaded.
Change 3349534 on 2017/03/16 by Ben.Marsh
UBT: Check that the SN-DBS service is running before attempting to use it.
Change 3349612 on 2017/03/16 by Gil.Gribb
UE4 - Increased estimate of summary size.
Change 3350021 on 2017/03/16 by Gil.Gribb
UE4 - Fixed crash in signature checks when mounting pak files.
Change 3350052 on 2017/03/16 by Ben.Marsh
Remove invalid characters from macro names before passing as macro values. Prevents compile errors for projects which have apostrophes in the name.
Change 3350360 on 2017/03/16 by Ben.Marsh
UAT: Fix non-threadsafe access of ExeToTimeInMs when spawning external processes.
Change 3351670 on 2017/03/17 by Ben.Marsh
UBT: Ignore all default libraries when creating import libs. Sometimes #pragma comment(lib, ...) directives can add force additional libraries onto the linker/librarian command line. We don't want or need these included when generating import libraries, but they can cause errors due to search paths not being able to find them.
Change 3352289 on 2017/03/17 by Ben.Marsh
Fix issues working with > 2GB archives caused by truncation of the return value from FArchive::Tell() down to 32-bits.
Change 3352390 on 2017/03/17 by Ben.Marsh
Remove unused/out of date binaries for CrashReporter.
Change 3352392 on 2017/03/17 by Ben.Marsh
Remove UnrealDocTool binaries. This is distributed through a Visual Studio plugin now.
Change 3352410 on 2017/03/17 by Ben.Marsh
Remove P4ChangeReporter. I don't believe this is used any more.
Change 3352450 on 2017/03/17 by Ben.Marsh
Disable including CrashReporter by default when packaging projects. This is only useful with a CrashReporter backend set up, which only usually applies to Epic internal projects.
Change 3352455 on 2017/03/17 by Ben.Marsh
Remove RegisterPII and TranslatedWordsCountEstimator executables. Don't believe these are used any more.
Change 3352940 on 2017/03/17 by Wes.Hunt
Update CRP to not send Slack queue size updates unless the waiting time is greater than 1 minute.
#codereview: jin.zhang
Change 3353658 on 2017/03/20 by Steve.Robb
Fix for crash when importing a BP which has a populated TMap with an enum class key.
Change 3354056 on 2017/03/20 by Steve.Robb
TAssetPtr<T> can now be constructed from a nullptr without a full definition of T.
Change 3356111 on 2017/03/21 by Graeme.Thornton
Fix for UE-34131
- Support double and fname stat types in UFE stat export to CSV
#jira UE-34131
Change 3358584 on 2017/03/22 by Daniel.Lamb
Fixed the garbage collection keep flags when cleaning the sandbox for iterative cooking.
#test Cook shootergame
Change 3360379 on 2017/03/23 by Gil.Gribb
UE4 - Avoid adding a linker annotation if it actually hasn't changed. Improves ConditionalBeginDestroy performance.
Change 3360623 on 2017/03/23 by Gil.Gribb
UE4 - Change from MarcA to avoid a redudnant removal of PrimitiveComponent from the streaming managers during ConditionalBeginDestroy.
Change 3360627 on 2017/03/23 by Gil.Gribb
UE4 - Optimized UObject hash tables for speed and space.
Change 3361183 on 2017/03/23 by Gil.Gribb
UE4 - Fixed change to NotifyPrimitiveDetached so that it works in the editor.
Change 3361906 on 2017/03/23 by Steve.Robb
Fix for a bad hint index when instantiating map property subobjects when the defaults has fewer but non-zero elements.
#jira UE-43272
Change 3362839 on 2017/03/24 by Gil.Gribb
UE4 - Fixed hash table lock optimization.
Change 3367348 on 2017/03/28 by Robert.Manuszewski
Making sure streamed-in SoundWaves get added to GC clusters.
Change 3367386 on 2017/03/28 by Ben.Marsh
EC: Pass the Semaphores property from a build type as a parameter to new build jobs.
Change 3367422 on 2017/03/28 by Ben.Marsh
EC: Allow limiting the number of scheduled jobs that will be automatically run at a particular time. Each build type can have a 'Semaphores' property in the branch settings file, which will be copied to newly created jobs. Before scheduling new jobs, EC is queried for the 'Semaphores' property on any running jobs, and build types with existing semaphores will be skipped. Does not prevent jobs from being run manually.
Change 3367469 on 2017/03/28 by Ben.Marsh
EC: Prevent multiple incremental jobs running at once.
Change 3367640 on 2017/03/28 by Ben.Marsh
Plugins: Add an optional EngineVersion field back into the plugin descriptor. If set, the engine will warn if the plugin is not compatible with the current engine version. Plugins will set this field by default when packaging; pass -Unversioned to override.
Change 3367836 on 2017/03/28 by Uriel.Doyon
Improved handled of references in the streaming manager
Change 3369354 on 2017/03/29 by Graeme.Thornton
Added AES encrypt/decrypt functions that take a byte array for the key
Change 3369804 on 2017/03/29 by Ben.Marsh
Remove incorrect "EngineVersion" settings from plugin descriptors.
Change 3370462 on 2017/03/29 by Ben.Marsh
Editor: Install Visual Studio 2017 by default, instead of Visual Studio 2015. Changed to use ExecElevatedProcess() to prevent installer failing to run if the current user is not already an administrator.
#jira UE-43467
Change 3371598 on 2017/03/30 by Ben.Marsh
UBT: Fix message for missing toolchain in VS2017.
Change 3372827 on 2017/03/30 by Ben.Marsh
BuildGraph: Output an error at the end of each step if any previous build products have been modified.
Change 3372947 on 2017/03/30 by Ben.Marsh
[Merge] Always add the host editor platform as supported in an installed build. Not doing so prevents the build platform being registered in UBT, which prevents doing any platform-specific staging operations in UAT.
Change 3372958 on 2017/03/30 by Ben.Marsh
[Merge] Simplify log output for cooks. Suppress additional timestamps from the editor when running through UAT.
Change 3372981 on 2017/03/30 by Ben.Marsh
[Merge] Modular game fixes for UAT
* Store list of executable names from the receipts instead of generating them from Target/Platform/Config/Architecture combination
* Get full list of staged executables from receipts instead of assuming only non-code projects are in Engine
* Always pass short project name as Bootstrap argument, so that modular game exe knows which project to start
Change 3373024 on 2017/03/30 by Ben.Marsh
[Merge] Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep.
Change 3373041 on 2017/03/30 by Ben.Marsh
[Merge] Added UAT script to replace assets with another source
Renamed ReplaceAssetsCommandlet to GenerateAssetsManifest as it now outputs a list of files and has nothing specific about replacing files
Change 3373052 on 2017/03/30 by Ben.Marsh
[Merge] Changed CopyUsingDistillFileSet command so that it can use a pre-existing manifest file instead of running commandlet
Change 3373092 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash attempting to load cooked static mesh in editor
Change 3373112 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash caused by loading cooked StaticMesh in editor that didn't have any SourceModels
Change 3373132 on 2017/03/30 by Ben.Marsh
[Merge] Added Additional Maps that are always cooked to the GenerateDistillFileSetsCommandlet
Change 3373138 on 2017/03/30 by Ben.Marsh
[Merge] Fixed code issue with playback of cooked SoundCues
Skip over code using editor only data when editor data has been stripped
Change 3373143 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash when attempting to open multiple cooked assets
Change 3373156 on 2017/03/30 by Ben.Marsh
[Merge] Added commandlet to replace game assets with those from another source (intended for cooked asset replacement)
Change 3373161 on 2017/03/30 by Ben.Marsh
[Merge] Prevented crash by not attempting to Load Mips again if a package has cooked data
Change 3373168 on 2017/03/30 by Ben.Marsh
[Merge] Fix output path for DLC pak file, so it can be discovered by the engine and automatically mounted (and to stop it colliding with the main game pak file).
Change 3373204 on 2017/03/30 by Ben.Marsh
[Merge] Fix crash when switching levels in PIE, due to bulk data already having been discarded for cooked assets. Cooking sets BULKDATA_SingleUse for textures, but PIEing needs to keep bulk data around.
Change 3373209 on 2017/03/30 by Ben.Marsh
[Merge] Fix missing material in mod editor for cooked assets.
Change 3373388 on 2017/03/30 by Ben.Marsh
[Merge] Various improvements to the plugin browser and new plugin wizard from Robo Recall.
Change 3374200 on 2017/03/31 by Ben.Marsh
[Merge] Latest OdinEditor plugin from //Odin/Main, to fix build failures. Re-made change to OdinUnrealEdEngine to remove dependencies on analytics.
Change 3374279 on 2017/03/31 by Ben.Marsh
PR #3441: Invalid JSON in FeaturePacks (Contributed by projectgheist)
Change 3374331 on 2017/03/31 by Ben.Marsh
UBT: Disable warning pragmas on Mono; not supported on current compiler.
#jira UE-43451
Change 3375108 on 2017/03/31 by Ben.Marsh
Removing another plugin EngineVersion property.
Change 3375126 on 2017/03/31 by Ben.Marsh
Fix incorrect executable paths being generated for Windows.
Change 3375159 on 2017/03/31 by Graeme.Thornton
Pak Index Encryption
- Added "-encryptindex" option to unrealpak which will encrypt the pak index, making the pak file unreadable without the associated decryption key
- Added "-encryptpakindex" option to UAT to force on index encryption
- Added "bEncryptPakIndex" setting to project packaging settings so pak encryption can be controlled via the editor
Change 3375197 on 2017/03/31 by Graeme.Thornton
Enable pak index encryption in shootergame
Change 3375377 on 2017/03/31 by Ben.Marsh
Add build node to submit updated UnrealPak binaries for Win64, Mac and Linux. Currently has to be run via a custom build on EC, with the target set to "Submit UnrealPak Binaries".
Change 3376418 on 2017/04/03 by Ben.Marsh
BuildGraph: Always clear the cached node state when running locally without having to manually specify the -ClearHistory argument. The -Resume argument allows the previous behavior of continuing a previous build.
Change 3376447 on 2017/04/03 by Ben.Marsh
Build: Remove some unused stream settings
Change 3376469 on 2017/04/03 by Ben.Marsh
Build: Add a customizable field for the script to use for custom builds in every branch.
Change 3376654 on 2017/04/03 by Ben.Marsh
Add a fatal error message containing the module with an outstanding reference when trying to unload it.
#jira UE-42423
Change 3376747 on 2017/04/03 by Gil.Gribb
UE4 - Fixed crash relating to FGenericAsyncReadFileHandle when not using the EDL.
Change 3377173 on 2017/04/03 by Ben.Marsh
Make sure callstacks are written to stdout following a crash on a background thread.
Change 3377183 on 2017/04/03 by Ben.Marsh
Removing support for building VS2013 targets. Ability to generate VS2013 project files is still allowed, but unsupported (via the -2013unsupported command line argument).
Change 3377280 on 2017/04/03 by Ben.Marsh
Build: Post UGS badges for all UE4 development streams, with the project set to $(Branch)/...
Change 3377311 on 2017/04/03 by Ben.Marsh
Build: Set the 'Semaphores' parameter for any jobs started from a schedule.
Change 3377326 on 2017/04/03 by Ben.Marsh
UGS: Show badges which match an entire subtree if the project field ends with "...".
Change 3377392 on 2017/04/03 by Ben.Marsh
Add badges to UE4/Main and UE4/Release streams, and change the names of the builds in development streams to distinguish them.
Change 3377895 on 2017/04/03 by Ben.Marsh
EC: Send notification emails whenever UAT fails to compile.
Change 3377923 on 2017/04/03 by Ben.Marsh
Build: Use a different semaphore for the common editors build target to the incremental compile build target.
Change 3378297 on 2017/04/04 by Graeme.Thornton
Fix incorrect generation of UE_ENGINE_DIRECTORY in UBT
Change 3378301 on 2017/04/04 by Ben.Marsh
UBT: Try enabling bAdaptiveUnityDisablesPCH by default, to reduce the number of build failures we see due to missing includes.
Change 3378460 on 2017/04/04 by Graeme.Thornton
Remove dependency preloading system from sync and async loading paths
Change 3378535 on 2017/04/04 by Robert.Manuszewski
Fix for audio crash when launching Ocean PIE after removing the audio chunk allocation in CL #3347324
#jira UE-43544
Change 3378575 on 2017/04/04 by Robert.Manuszewski
Making sure actor clusters are not created in non-cooked builds
#jira UE-43617
#jira UE-43614
Change 3378589 on 2017/04/04 by Robert.Manuszewski
Disabling debug GC cluster logging
#jira UE-43617
Change 3379118 on 2017/04/04 by Robert.Manuszewski
Disabling actor clustering by default, keeping it on in Orion and Ocean
Change 3379815 on 2017/04/04 by Ben.Marsh
Revert change to derive executable names from target receipts. While a better solution than making them up, Android relies on having the base executable names for supporting multiple architectures.
Change 3380811 on 2017/04/05 by Gil.Gribb
UE4 - Put the special boot order things into baseengine.ini so that licensees and games can add to it.
Change 3383313 on 2017/04/06 by Uriel.Doyon
Integrated CL 3372436 3372765 3373272 from Dev-Rendering
#JIRA UE-43669
Change 3383531 on 2017/04/06 by Ben.Marsh
UGS: Ignore failures when querying whether paths exist. Permissions can cause this folder to fail, even if it will succeed at a parent directory.
Change 3383786 on 2017/04/06 by Ben.Zeigler
Back out changelist 3382694 and replace with CL #3383757 from bob.tellez:
Fix memory stomping issue caused by removing a FFortProfileSynchronizeRequest from SynchronizeRequests in UFortRegisteredPlayerInfo::UpdateSynchronizeRequest before SynchronizeProfile had finished executing
Change 3385089 on 2017/04/07 by Gil.Gribb
UE4 - Critical. Fixed memory leak in pak precacher.
[CL 3386123 by Ben Marsh in Main branch]
2017-04-10 11:00:33 -04:00
else if ( Argument . Equals ( "-2013unsupported" , StringComparison . InvariantCultureIgnoreCase ) )
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
{
ProjectFileFormat = VCProjectFileFormat . VisualStudio2013 ;
}
else if ( Argument = = "-2015" )
{
ProjectFileFormat = VCProjectFileFormat . VisualStudio2015 ;
BuildToolOverride = " -2015" ;
}
else if ( Argument = = "-2017" )
{
ProjectFileFormat = VCProjectFileFormat . VisualStudio2017 ;
BuildToolOverride = " -2017" ;
}
}
2015-09-17 09:15:44 -04:00
}
2014-03-14 14:13:41 -04:00
/// File extension for project files we'll be generating (e.g. ".vcxproj")
override public string ProjectFileExtension
{
get
{
return ".vcxproj" ;
}
}
/// <summary>
/// </summary>
2015-09-03 08:47:24 -04:00
public override void CleanProjectFiles ( DirectoryReference InMasterProjectDirectory , string InMasterProjectName , DirectoryReference InIntermediateProjectFilesDirectory )
2014-03-14 14:13:41 -04:00
{
2015-09-03 08:47:24 -04:00
FileReference MasterProjectFile = FileReference . Combine ( InMasterProjectDirectory , InMasterProjectName ) ;
FileReference MasterProjDeleteFilename = MasterProjectFile + ".sln" ;
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
if ( FileReference . Exists ( MasterProjDeleteFilename ) )
2014-03-14 14:13:41 -04:00
{
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
FileReference . Delete ( MasterProjDeleteFilename ) ;
2014-03-14 14:13:41 -04:00
}
MasterProjDeleteFilename = MasterProjectFile + ".sdf" ;
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
if ( FileReference . Exists ( MasterProjDeleteFilename ) )
2014-03-14 14:13:41 -04:00
{
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
FileReference . Delete ( MasterProjDeleteFilename ) ;
2014-03-14 14:13:41 -04:00
}
MasterProjDeleteFilename = MasterProjectFile + ".suo" ;
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
if ( FileReference . Exists ( MasterProjDeleteFilename ) )
2014-03-14 14:13:41 -04:00
{
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
FileReference . Delete ( MasterProjDeleteFilename ) ;
2014-03-14 14:13:41 -04:00
}
MasterProjDeleteFilename = MasterProjectFile + ".v11.suo" ;
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
if ( FileReference . Exists ( MasterProjDeleteFilename ) )
2014-03-14 14:13:41 -04:00
{
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
FileReference . Delete ( MasterProjDeleteFilename ) ;
2014-03-14 14:13:41 -04:00
}
2015-05-05 15:32:10 -04:00
MasterProjDeleteFilename = MasterProjectFile + ".v12.suo" ;
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
if ( FileReference . Exists ( MasterProjDeleteFilename ) )
2015-05-05 15:32:10 -04:00
{
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
FileReference . Delete ( MasterProjDeleteFilename ) ;
2015-05-05 15:32:10 -04:00
}
2014-03-14 14:13:41 -04:00
// Delete the project files folder
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
if ( DirectoryReference . Exists ( InIntermediateProjectFilesDirectory ) )
2014-03-14 14:13:41 -04:00
{
try
{
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
DirectoryReference . Delete ( InIntermediateProjectFilesDirectory , true ) ;
2014-03-14 14:13:41 -04:00
}
catch ( Exception Ex )
{
2015-09-03 08:47:24 -04:00
Log . TraceInformation ( "Error while trying to clean project files path {0}. Ignored." , InIntermediateProjectFilesDirectory ) ;
2014-03-14 14:13:41 -04:00
Log . TraceInformation ( "\t" + Ex . Message ) ;
}
}
}
/// <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>
2015-09-24 12:37:21 -04:00
protected override ProjectFile AllocateProjectFile ( FileReference InitFilePath )
2014-03-14 14:13:41 -04:00
{
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
return new VCProjectFile ( InitFilePath , OnlyGameProject , ProjectFileFormat , bAddFastPDBToProjects , bUsePerFileIntellisense , BuildToolOverride ) ;
2014-03-14 14:13:41 -04:00
}
/// ProjectFileGenerator interface
2015-09-24 12:37:21 -04:00
public override MasterProjectFolder AllocateMasterProjectFolder ( ProjectFileGenerator InitOwnerProjectFileGenerator , string InitFolderName )
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{
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return new VisualStudioSolutionFolder ( InitOwnerProjectFileGenerator , InitFolderName ) ;
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}
2015-05-05 15:32:10 -04:00
/// "4.0", "12.0", or "14.0", etc...
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
static public string GetProjectFileToolVersionString ( VCProjectFileFormat ProjectFileFormat )
2015-05-05 15:32:10 -04:00
{
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
switch ( ProjectFileFormat )
{
case VCProjectFileFormat . VisualStudio2012 :
return "4.0" ;
case VCProjectFileFormat . VisualStudio2013 :
return "12.0" ;
case VCProjectFileFormat . VisualStudio2015 :
return "14.0" ;
case VCProjectFileFormat . VisualStudio2017 :
return "15.0" ;
2015-05-05 15:32:10 -04:00
}
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
return string . Empty ;
2015-05-05 15:32:10 -04:00
}
/// for instance: <PlatformToolset>v110</PlatformToolset>
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
static public string GetProjectFilePlatformToolsetVersionString ( VCProjectFileFormat ProjectFileFormat )
2015-05-05 15:32:10 -04:00
{
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
switch ( ProjectFileFormat )
{
case VCProjectFileFormat . VisualStudio2012 :
return "v110" ;
case VCProjectFileFormat . VisualStudio2013 :
return "v120" ;
case VCProjectFileFormat . VisualStudio2015 :
return "v140" ;
case VCProjectFileFormat . VisualStudio2017 :
return "v141" ;
}
return string . Empty ;
2014-03-14 14:13:41 -04:00
}
/// This is the platform name that Visual Studio is always guaranteed to support. We'll use this as
/// a platform for any project configurations where our actual platform is not supported by the
/// installed version of Visual Studio (e.g, "iOS")
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
public const string DefaultPlatformName = "Win32" ;
2014-03-14 14:13:41 -04:00
/// The platform name that must be used for .NET projects
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
public const string DotNetPlatformName = "AnyCPU" ;
2014-03-14 14:13:41 -04:00
/// <summary>
/// Configures project generator based on command-line options
/// </summary>
/// <param name="Arguments">Arguments passed into the program</param>
/// <param name="IncludeAllPlatforms">True if all platforms should be included</param>
2015-09-24 12:37:21 -04:00
protected override void ConfigureProjectFileGeneration ( String [ ] Arguments , ref bool IncludeAllPlatforms )
2014-03-14 14:13:41 -04:00
{
// Call parent implementation first
2015-09-24 12:37:21 -04:00
base . ConfigureProjectFileGeneration ( Arguments , ref IncludeAllPlatforms ) ;
2014-03-14 14:13:41 -04:00
}
2016-03-11 09:55:03 -05:00
/// <summary>
/// Adds Extra files that are specific to Visual Studio projects
/// </summary>
/// <param name="EngineProject">Project to add files to</param>
protected override void AddEngineExtrasFiles ( ProjectFile EngineProject )
{
base . AddEngineExtrasFiles ( EngineProject ) ;
// Add our UE4.natvis file
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
FileReference NatvisFilePath = FileReference . Combine ( UnrealBuildTool . EngineDirectory , "Extras" , "VisualStudioDebugging" , "UE4.natvis" ) ;
if ( FileReference . Exists ( NatvisFilePath ) )
2016-03-11 09:55:03 -05:00
{
EngineProject . AddFileToProject ( NatvisFilePath , UnrealBuildTool . EngineDirectory ) ;
}
}
2014-03-14 14:13:41 -04:00
/// <summary>
/// Selects which platforms and build configurations we want in the project file
/// </summary>
/// <param name="IncludeAllPlatforms">True if we should include ALL platforms that are supported on this machine. Otherwise, only desktop platforms will be included.</param>
/// <param name="SupportedPlatformNames">Output string for supported platforms, returned as comma-separated values.</param>
2015-09-24 12:37:21 -04:00
protected override void SetupSupportedPlatformsAndConfigurations ( bool IncludeAllPlatforms , out string SupportedPlatformNames )
2014-03-14 14:13:41 -04:00
{
// Call parent implementation to figure out the actual platforms
2015-09-24 12:37:21 -04:00
base . SetupSupportedPlatformsAndConfigurations ( IncludeAllPlatforms , out SupportedPlatformNames ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
// If we're generating project files for a specific game project, check the user's editor setting for preferred source code accessor - we can generate project files to match.
if ( ProjectFileFormat = = VCProjectFileFormat . Default & & OnlyGameProject ! = null )
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
ConfigHierarchy Ini = ConfigCache . ReadHierarchy ( ConfigHierarchyType . EditorPerProjectUserSettings , DirectoryReference . FromFile ( OnlyGameProject ) , UnrealTargetPlatform . Win64 ) ;
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
string PreferredAccessor ;
if ( Ini . GetString ( "/Script/SourceCodeAccess.SourceCodeAccessSettings" , "PreferredAccessor" , out PreferredAccessor ) )
{
VCProjectFileFormat PreferredProjectFileFormat ;
if ( Enum . TryParse ( PreferredAccessor , out PreferredProjectFileFormat ) )
{
// Get the corresponding compiler version
WindowsCompiler Compiler = WindowsCompiler . Default ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3386108)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3345860 on 2017/03/14 by Daniel.Lamb
Fixed crash when building DLC
#test Cook paragon.
Change 3347324 on 2017/03/15 by Gil.Gribb
UE4 - Removed old code relating to FAsyncArchive, FAsyncIOSubsystemBase and package level compression. The editor now uses the lowest levels on the new async IO scheme.
Change 3347331 on 2017/03/15 by Robert.Manuszewski
Fix for a crash caused by GC killing BP class (due to no strong references) but its CDO is being kept alive because it was in the same cluster as the class and was not marked as pending kill.
#jira UE-42732
Change 3347371 on 2017/03/15 by Graeme.Thornton
Fix for runtime asset cache not invalidating files with an outdated version number
Change 3349161 on 2017/03/16 by Steve.Robb
Generated UFUNCTION FNames no longer exported.
Misc refactors of code generation.
Change 3349167 on 2017/03/16 by Steve.Robb
Unused TBoolConstant removed (the more general TIntegralConstant should be used instead).
Change 3349274 on 2017/03/16 by Gil.Gribb
UE4 - Fix loading a package that is already loaded.
Change 3349534 on 2017/03/16 by Ben.Marsh
UBT: Check that the SN-DBS service is running before attempting to use it.
Change 3349612 on 2017/03/16 by Gil.Gribb
UE4 - Increased estimate of summary size.
Change 3350021 on 2017/03/16 by Gil.Gribb
UE4 - Fixed crash in signature checks when mounting pak files.
Change 3350052 on 2017/03/16 by Ben.Marsh
Remove invalid characters from macro names before passing as macro values. Prevents compile errors for projects which have apostrophes in the name.
Change 3350360 on 2017/03/16 by Ben.Marsh
UAT: Fix non-threadsafe access of ExeToTimeInMs when spawning external processes.
Change 3351670 on 2017/03/17 by Ben.Marsh
UBT: Ignore all default libraries when creating import libs. Sometimes #pragma comment(lib, ...) directives can add force additional libraries onto the linker/librarian command line. We don't want or need these included when generating import libraries, but they can cause errors due to search paths not being able to find them.
Change 3352289 on 2017/03/17 by Ben.Marsh
Fix issues working with > 2GB archives caused by truncation of the return value from FArchive::Tell() down to 32-bits.
Change 3352390 on 2017/03/17 by Ben.Marsh
Remove unused/out of date binaries for CrashReporter.
Change 3352392 on 2017/03/17 by Ben.Marsh
Remove UnrealDocTool binaries. This is distributed through a Visual Studio plugin now.
Change 3352410 on 2017/03/17 by Ben.Marsh
Remove P4ChangeReporter. I don't believe this is used any more.
Change 3352450 on 2017/03/17 by Ben.Marsh
Disable including CrashReporter by default when packaging projects. This is only useful with a CrashReporter backend set up, which only usually applies to Epic internal projects.
Change 3352455 on 2017/03/17 by Ben.Marsh
Remove RegisterPII and TranslatedWordsCountEstimator executables. Don't believe these are used any more.
Change 3352940 on 2017/03/17 by Wes.Hunt
Update CRP to not send Slack queue size updates unless the waiting time is greater than 1 minute.
#codereview: jin.zhang
Change 3353658 on 2017/03/20 by Steve.Robb
Fix for crash when importing a BP which has a populated TMap with an enum class key.
Change 3354056 on 2017/03/20 by Steve.Robb
TAssetPtr<T> can now be constructed from a nullptr without a full definition of T.
Change 3356111 on 2017/03/21 by Graeme.Thornton
Fix for UE-34131
- Support double and fname stat types in UFE stat export to CSV
#jira UE-34131
Change 3358584 on 2017/03/22 by Daniel.Lamb
Fixed the garbage collection keep flags when cleaning the sandbox for iterative cooking.
#test Cook shootergame
Change 3360379 on 2017/03/23 by Gil.Gribb
UE4 - Avoid adding a linker annotation if it actually hasn't changed. Improves ConditionalBeginDestroy performance.
Change 3360623 on 2017/03/23 by Gil.Gribb
UE4 - Change from MarcA to avoid a redudnant removal of PrimitiveComponent from the streaming managers during ConditionalBeginDestroy.
Change 3360627 on 2017/03/23 by Gil.Gribb
UE4 - Optimized UObject hash tables for speed and space.
Change 3361183 on 2017/03/23 by Gil.Gribb
UE4 - Fixed change to NotifyPrimitiveDetached so that it works in the editor.
Change 3361906 on 2017/03/23 by Steve.Robb
Fix for a bad hint index when instantiating map property subobjects when the defaults has fewer but non-zero elements.
#jira UE-43272
Change 3362839 on 2017/03/24 by Gil.Gribb
UE4 - Fixed hash table lock optimization.
Change 3367348 on 2017/03/28 by Robert.Manuszewski
Making sure streamed-in SoundWaves get added to GC clusters.
Change 3367386 on 2017/03/28 by Ben.Marsh
EC: Pass the Semaphores property from a build type as a parameter to new build jobs.
Change 3367422 on 2017/03/28 by Ben.Marsh
EC: Allow limiting the number of scheduled jobs that will be automatically run at a particular time. Each build type can have a 'Semaphores' property in the branch settings file, which will be copied to newly created jobs. Before scheduling new jobs, EC is queried for the 'Semaphores' property on any running jobs, and build types with existing semaphores will be skipped. Does not prevent jobs from being run manually.
Change 3367469 on 2017/03/28 by Ben.Marsh
EC: Prevent multiple incremental jobs running at once.
Change 3367640 on 2017/03/28 by Ben.Marsh
Plugins: Add an optional EngineVersion field back into the plugin descriptor. If set, the engine will warn if the plugin is not compatible with the current engine version. Plugins will set this field by default when packaging; pass -Unversioned to override.
Change 3367836 on 2017/03/28 by Uriel.Doyon
Improved handled of references in the streaming manager
Change 3369354 on 2017/03/29 by Graeme.Thornton
Added AES encrypt/decrypt functions that take a byte array for the key
Change 3369804 on 2017/03/29 by Ben.Marsh
Remove incorrect "EngineVersion" settings from plugin descriptors.
Change 3370462 on 2017/03/29 by Ben.Marsh
Editor: Install Visual Studio 2017 by default, instead of Visual Studio 2015. Changed to use ExecElevatedProcess() to prevent installer failing to run if the current user is not already an administrator.
#jira UE-43467
Change 3371598 on 2017/03/30 by Ben.Marsh
UBT: Fix message for missing toolchain in VS2017.
Change 3372827 on 2017/03/30 by Ben.Marsh
BuildGraph: Output an error at the end of each step if any previous build products have been modified.
Change 3372947 on 2017/03/30 by Ben.Marsh
[Merge] Always add the host editor platform as supported in an installed build. Not doing so prevents the build platform being registered in UBT, which prevents doing any platform-specific staging operations in UAT.
Change 3372958 on 2017/03/30 by Ben.Marsh
[Merge] Simplify log output for cooks. Suppress additional timestamps from the editor when running through UAT.
Change 3372981 on 2017/03/30 by Ben.Marsh
[Merge] Modular game fixes for UAT
* Store list of executable names from the receipts instead of generating them from Target/Platform/Config/Architecture combination
* Get full list of staged executables from receipts instead of assuming only non-code projects are in Engine
* Always pass short project name as Bootstrap argument, so that modular game exe knows which project to start
Change 3373024 on 2017/03/30 by Ben.Marsh
[Merge] Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep.
Change 3373041 on 2017/03/30 by Ben.Marsh
[Merge] Added UAT script to replace assets with another source
Renamed ReplaceAssetsCommandlet to GenerateAssetsManifest as it now outputs a list of files and has nothing specific about replacing files
Change 3373052 on 2017/03/30 by Ben.Marsh
[Merge] Changed CopyUsingDistillFileSet command so that it can use a pre-existing manifest file instead of running commandlet
Change 3373092 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash attempting to load cooked static mesh in editor
Change 3373112 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash caused by loading cooked StaticMesh in editor that didn't have any SourceModels
Change 3373132 on 2017/03/30 by Ben.Marsh
[Merge] Added Additional Maps that are always cooked to the GenerateDistillFileSetsCommandlet
Change 3373138 on 2017/03/30 by Ben.Marsh
[Merge] Fixed code issue with playback of cooked SoundCues
Skip over code using editor only data when editor data has been stripped
Change 3373143 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash when attempting to open multiple cooked assets
Change 3373156 on 2017/03/30 by Ben.Marsh
[Merge] Added commandlet to replace game assets with those from another source (intended for cooked asset replacement)
Change 3373161 on 2017/03/30 by Ben.Marsh
[Merge] Prevented crash by not attempting to Load Mips again if a package has cooked data
Change 3373168 on 2017/03/30 by Ben.Marsh
[Merge] Fix output path for DLC pak file, so it can be discovered by the engine and automatically mounted (and to stop it colliding with the main game pak file).
Change 3373204 on 2017/03/30 by Ben.Marsh
[Merge] Fix crash when switching levels in PIE, due to bulk data already having been discarded for cooked assets. Cooking sets BULKDATA_SingleUse for textures, but PIEing needs to keep bulk data around.
Change 3373209 on 2017/03/30 by Ben.Marsh
[Merge] Fix missing material in mod editor for cooked assets.
Change 3373388 on 2017/03/30 by Ben.Marsh
[Merge] Various improvements to the plugin browser and new plugin wizard from Robo Recall.
Change 3374200 on 2017/03/31 by Ben.Marsh
[Merge] Latest OdinEditor plugin from //Odin/Main, to fix build failures. Re-made change to OdinUnrealEdEngine to remove dependencies on analytics.
Change 3374279 on 2017/03/31 by Ben.Marsh
PR #3441: Invalid JSON in FeaturePacks (Contributed by projectgheist)
Change 3374331 on 2017/03/31 by Ben.Marsh
UBT: Disable warning pragmas on Mono; not supported on current compiler.
#jira UE-43451
Change 3375108 on 2017/03/31 by Ben.Marsh
Removing another plugin EngineVersion property.
Change 3375126 on 2017/03/31 by Ben.Marsh
Fix incorrect executable paths being generated for Windows.
Change 3375159 on 2017/03/31 by Graeme.Thornton
Pak Index Encryption
- Added "-encryptindex" option to unrealpak which will encrypt the pak index, making the pak file unreadable without the associated decryption key
- Added "-encryptpakindex" option to UAT to force on index encryption
- Added "bEncryptPakIndex" setting to project packaging settings so pak encryption can be controlled via the editor
Change 3375197 on 2017/03/31 by Graeme.Thornton
Enable pak index encryption in shootergame
Change 3375377 on 2017/03/31 by Ben.Marsh
Add build node to submit updated UnrealPak binaries for Win64, Mac and Linux. Currently has to be run via a custom build on EC, with the target set to "Submit UnrealPak Binaries".
Change 3376418 on 2017/04/03 by Ben.Marsh
BuildGraph: Always clear the cached node state when running locally without having to manually specify the -ClearHistory argument. The -Resume argument allows the previous behavior of continuing a previous build.
Change 3376447 on 2017/04/03 by Ben.Marsh
Build: Remove some unused stream settings
Change 3376469 on 2017/04/03 by Ben.Marsh
Build: Add a customizable field for the script to use for custom builds in every branch.
Change 3376654 on 2017/04/03 by Ben.Marsh
Add a fatal error message containing the module with an outstanding reference when trying to unload it.
#jira UE-42423
Change 3376747 on 2017/04/03 by Gil.Gribb
UE4 - Fixed crash relating to FGenericAsyncReadFileHandle when not using the EDL.
Change 3377173 on 2017/04/03 by Ben.Marsh
Make sure callstacks are written to stdout following a crash on a background thread.
Change 3377183 on 2017/04/03 by Ben.Marsh
Removing support for building VS2013 targets. Ability to generate VS2013 project files is still allowed, but unsupported (via the -2013unsupported command line argument).
Change 3377280 on 2017/04/03 by Ben.Marsh
Build: Post UGS badges for all UE4 development streams, with the project set to $(Branch)/...
Change 3377311 on 2017/04/03 by Ben.Marsh
Build: Set the 'Semaphores' parameter for any jobs started from a schedule.
Change 3377326 on 2017/04/03 by Ben.Marsh
UGS: Show badges which match an entire subtree if the project field ends with "...".
Change 3377392 on 2017/04/03 by Ben.Marsh
Add badges to UE4/Main and UE4/Release streams, and change the names of the builds in development streams to distinguish them.
Change 3377895 on 2017/04/03 by Ben.Marsh
EC: Send notification emails whenever UAT fails to compile.
Change 3377923 on 2017/04/03 by Ben.Marsh
Build: Use a different semaphore for the common editors build target to the incremental compile build target.
Change 3378297 on 2017/04/04 by Graeme.Thornton
Fix incorrect generation of UE_ENGINE_DIRECTORY in UBT
Change 3378301 on 2017/04/04 by Ben.Marsh
UBT: Try enabling bAdaptiveUnityDisablesPCH by default, to reduce the number of build failures we see due to missing includes.
Change 3378460 on 2017/04/04 by Graeme.Thornton
Remove dependency preloading system from sync and async loading paths
Change 3378535 on 2017/04/04 by Robert.Manuszewski
Fix for audio crash when launching Ocean PIE after removing the audio chunk allocation in CL #3347324
#jira UE-43544
Change 3378575 on 2017/04/04 by Robert.Manuszewski
Making sure actor clusters are not created in non-cooked builds
#jira UE-43617
#jira UE-43614
Change 3378589 on 2017/04/04 by Robert.Manuszewski
Disabling debug GC cluster logging
#jira UE-43617
Change 3379118 on 2017/04/04 by Robert.Manuszewski
Disabling actor clustering by default, keeping it on in Orion and Ocean
Change 3379815 on 2017/04/04 by Ben.Marsh
Revert change to derive executable names from target receipts. While a better solution than making them up, Android relies on having the base executable names for supporting multiple architectures.
Change 3380811 on 2017/04/05 by Gil.Gribb
UE4 - Put the special boot order things into baseengine.ini so that licensees and games can add to it.
Change 3383313 on 2017/04/06 by Uriel.Doyon
Integrated CL 3372436 3372765 3373272 from Dev-Rendering
#JIRA UE-43669
Change 3383531 on 2017/04/06 by Ben.Marsh
UGS: Ignore failures when querying whether paths exist. Permissions can cause this folder to fail, even if it will succeed at a parent directory.
Change 3383786 on 2017/04/06 by Ben.Zeigler
Back out changelist 3382694 and replace with CL #3383757 from bob.tellez:
Fix memory stomping issue caused by removing a FFortProfileSynchronizeRequest from SynchronizeRequests in UFortRegisteredPlayerInfo::UpdateSynchronizeRequest before SynchronizeProfile had finished executing
Change 3385089 on 2017/04/07 by Gil.Gribb
UE4 - Critical. Fixed memory leak in pak precacher.
[CL 3386123 by Ben Marsh in Main branch]
2017-04-10 11:00:33 -04:00
if ( PreferredProjectFileFormat = = VCProjectFileFormat . VisualStudio2015 )
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
{
Compiler = WindowsCompiler . VisualStudio2015 ;
}
else if ( PreferredProjectFileFormat = = VCProjectFileFormat . VisualStudio2017 )
{
Compiler = WindowsCompiler . VisualStudio2017 ;
}
// Check the compiler is installed
if ( Compiler ! = WindowsCompiler . Default )
{
DirectoryReference VCInstallDir ;
if ( WindowsPlatform . TryGetVCInstallDir ( Compiler , out VCInstallDir ) )
{
ProjectFileFormat = PreferredProjectFileFormat ;
}
else
{
Log . TraceWarning ( "Preferred Visual C++ installation ({0}) not found - ignoring." , PreferredProjectFileFormat ) ;
}
}
}
}
}
2014-03-14 14:13:41 -04:00
// Certain platforms override the project file format because their debugger add-ins may not yet support the latest
// version of Visual Studio. This is their chance to override that.
2016-03-07 20:55:29 -05:00
// ...but only if the user didn't override this via the command-line.
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
if ( ProjectFileFormat = = VCProjectFileFormat . Default )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
// Pick the best platform installed by default
DirectoryReference VCInstallDir ;
if ( WindowsPlatform . TryGetVCInstallDir ( WindowsCompiler . VisualStudio2015 , out VCInstallDir ) )
{
ProjectFileFormat = VCProjectFileFormat . VisualStudio2015 ;
}
else if ( WindowsPlatform . TryGetVCInstallDir ( WindowsCompiler . VisualStudio2017 , out VCInstallDir ) )
{
ProjectFileFormat = VCProjectFileFormat . VisualStudio2017 ;
}
// Allow the SDKs to override
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach ( UnrealTargetPlatform SupportedPlatform in SupportedPlatforms )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
UEBuildPlatform BuildPlatform = UEBuildPlatform . GetBuildPlatform ( SupportedPlatform , true ) ;
2016-03-07 20:55:29 -05:00
if ( BuildPlatform ! = null )
2015-09-24 12:37:21 -04:00
{
2016-03-07 20:55:29 -05:00
// Don't worry about platforms that we're missing SDKs for
if ( BuildPlatform . HasRequiredSDKsInstalled ( ) = = SDKStatus . Valid )
2014-03-14 14:13:41 -04:00
{
2015-09-29 13:17:32 -04:00
VCProjectFileFormat ProposedFormat = ProjectFileFormat ;
// Reduce the Visual Studio version to the max supported by each platform we plan to include.
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
if ( ProjectFileFormat = = VCProjectFileFormat . Default | | ProposedFormat < ProjectFileFormat )
2015-09-29 13:17:32 -04:00
{
ProjectFileFormat = ProposedFormat ;
2014-03-14 14:13:41 -04:00
}
}
2015-09-24 12:37:21 -04:00
}
2014-03-14 14:13:41 -04:00
}
}
}
/// <summary>
/// Used to sort VC solution config names along with the config and platform values
/// </summary>
class VCSolutionConfigCombination
{
/// Visual Studio solution configuration name for this config+platform
public string VCSolutionConfigAndPlatformName ;
/// Configuration name
public UnrealTargetConfiguration Configuration ;
/// Platform name
public UnrealTargetPlatform Platform ;
/// The target configuration name
public string TargetConfigurationName ;
public override string ToString ( )
{
return String . Format ( "{0}={1} {2} {3}" , VCSolutionConfigAndPlatformName , Configuration , Platform , TargetConfigurationName ) ;
}
}
/// <summary>
/// Composes a string to use for the Visual Studio solution configuration, given a build configuration and target rules configuration name
/// </summary>
/// <param name="Configuration">The build configuration</param>
/// <param name="TargetConfigurationName">The target rules configuration name</param>
/// <returns>The generated solution configuration name</returns>
2015-09-24 12:37:21 -04:00
string MakeSolutionConfigurationName ( UnrealTargetConfiguration Configuration , string TargetConfigurationName )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string SolutionConfigName = Configuration . ToString ( ) ;
2014-03-14 14:13:41 -04:00
// Don't bother postfixing "Game" or "Program" -- that will be the default when using "Debug", "Development", etc.
// Also don't postfix "RocketGame" when we're building Rocket game projects. That's the only type of game there is in that case!
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
if ( ! TargetConfigurationName . Equals ( TargetType . Game . ToString ( ) , StringComparison . InvariantCultureIgnoreCase ) & &
! TargetConfigurationName . Equals ( TargetType . Program . ToString ( ) , StringComparison . InvariantCultureIgnoreCase ) )
2014-03-14 14:13:41 -04:00
{
SolutionConfigName + = " " + TargetConfigurationName ;
}
return SolutionConfigName ;
}
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
/// <summary>
/// Writes the project files to disk
/// </summary>
/// <returns>True if successful</returns>
protected override bool WriteProjectFiles ( )
{
if ( ! base . WriteProjectFiles ( ) )
{
return false ;
}
// Write AutomationReferences file
if ( AutomationProjectFiles . Any ( ) )
{
XNamespace NS = XNamespace . Get ( "http://schemas.microsoft.com/developer/msbuild/2003" ) ;
DirectoryReference AutomationToolDir = DirectoryReference . Combine ( UnrealBuildTool . EngineSourceDirectory , "Programs" , "AutomationTool" ) ;
new XDocument (
new XElement ( NS + "Project" ,
new XAttribute ( "ToolsVersion" , VCProjectFileGenerator . GetProjectFileToolVersionString ( ProjectFileFormat ) ) ,
new XAttribute ( "DefaultTargets" , "Build" ) ,
new XElement ( NS + "ItemGroup" ,
from AutomationProject in AutomationProjectFiles
select new XElement ( NS + "ProjectReference" ,
new XAttribute ( "Include" , AutomationProject . ProjectFilePath . MakeRelativeTo ( AutomationToolDir ) ) ,
new XElement ( NS + "Project" , ( AutomationProject as VCSharpProjectFile ) . ProjectGUID . ToString ( "B" ) ) ,
new XElement ( NS + "Name" , AutomationProject . ProjectFilePath . GetFileNameWithoutExtension ( ) ) ,
new XElement ( NS + "Private" , "false" )
)
)
)
) . Save ( FileReference . Combine ( AutomationToolDir , "AutomationTool.csproj.References" ) . FullName ) ;
}
return true ;
}
2014-03-14 14:13:41 -04:00
2015-09-24 12:37:21 -04:00
protected override bool WriteMasterProjectFile ( ProjectFile UBTProject )
2014-03-14 14:13:41 -04:00
{
bool bSuccess = true ;
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string SolutionFileName = MasterProjectName + ".sln" ;
2014-03-14 14:13:41 -04:00
// Setup solution file content
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
StringBuilder VCSolutionFileContent = new StringBuilder ( ) ;
2014-03-14 14:13:41 -04:00
2015-03-09 06:21:00 -04:00
const string VersionTag = "# UnrealEngineGeneratedSolutionVersion=1.0" ;
2014-03-14 14:13:41 -04:00
// Solution file header
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3125471)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3105904 on 2016/08/30 by Ben.Marsh
PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist)
Change 3105974 on 2016/08/30 by Ben.Marsh
PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans)
Change 3106035 on 2016/08/30 by Ben.Marsh
PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans)
Change 3106172 on 2016/08/30 by Ben.Marsh
UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line.
#codreview Maciej.Mroz
Change 3107642 on 2016/08/31 by Matthew.Griffin
More Monolithic editor fixes
Fixed IMPLEMENT_MODULE macros with incorrect module name
Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD
Fixed NiagaraConstants so that they can be used in multiple modules
Change 3107808 on 2016/08/31 by Matthew.Griffin
Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate
Change 3111527 on 2016/09/02 by Matthew.Griffin
Duplicating CL#3111524 from Release-4.13 stream
Including Documentation/Extras in installed build
Change 3117683 on 2016/09/08 by Ben.Marsh
PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus)
Change 3119707 on 2016/09/09 by Ben.Marsh
UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files.
Change 3120824 on 2016/09/12 by Ben.Marsh
UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80.
Change 3120996 on 2016/09/12 by Ben.Marsh
Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line.
#jira UE-35659
Change 3121353 on 2016/09/12 by Ben.Marsh
Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies).
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3123144 on 2016/09/13 by Ben.Marsh
BuildGraph: Fix exception due to mismatched argument lists.
Change 3123160 on 2016/09/13 by Ben.Marsh
Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc.
Change 3123211 on 2016/09/13 by Ben.Marsh
UBT: Fix exception writing a version manifest if the output directory does not exist.
Change 3125300 on 2016/09/14 by Ben.Marsh
UnrealVS: Few fixes to single-file compile command.
* All documents are now saved before compile starts.
* Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler.
* Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects)
Change 3125437 on 2016/09/14 by Ben.Marsh
UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first.
[CL 3126342 by Ben Marsh in Main branch]
2016-09-15 08:33:13 -04:00
if ( ProjectFileFormat = = VCProjectFileFormat . VisualStudio2017 )
{
VCSolutionFileContent . Append (
ProjectFileGenerator . NewLine +
"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator . NewLine +
"# Visual Studio 15" + ProjectFileGenerator . NewLine +
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
"VisualStudioVersion = 15.0.25807.0" + ProjectFileGenerator . NewLine +
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3125471)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3105904 on 2016/08/30 by Ben.Marsh
PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist)
Change 3105974 on 2016/08/30 by Ben.Marsh
PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans)
Change 3106035 on 2016/08/30 by Ben.Marsh
PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans)
Change 3106172 on 2016/08/30 by Ben.Marsh
UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line.
#codreview Maciej.Mroz
Change 3107642 on 2016/08/31 by Matthew.Griffin
More Monolithic editor fixes
Fixed IMPLEMENT_MODULE macros with incorrect module name
Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD
Fixed NiagaraConstants so that they can be used in multiple modules
Change 3107808 on 2016/08/31 by Matthew.Griffin
Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate
Change 3111527 on 2016/09/02 by Matthew.Griffin
Duplicating CL#3111524 from Release-4.13 stream
Including Documentation/Extras in installed build
Change 3117683 on 2016/09/08 by Ben.Marsh
PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus)
Change 3119707 on 2016/09/09 by Ben.Marsh
UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files.
Change 3120824 on 2016/09/12 by Ben.Marsh
UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80.
Change 3120996 on 2016/09/12 by Ben.Marsh
Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line.
#jira UE-35659
Change 3121353 on 2016/09/12 by Ben.Marsh
Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies).
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3123144 on 2016/09/13 by Ben.Marsh
BuildGraph: Fix exception due to mismatched argument lists.
Change 3123160 on 2016/09/13 by Ben.Marsh
Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc.
Change 3123211 on 2016/09/13 by Ben.Marsh
UBT: Fix exception writing a version manifest if the output directory does not exist.
Change 3125300 on 2016/09/14 by Ben.Marsh
UnrealVS: Few fixes to single-file compile command.
* All documents are now saved before compile starts.
* Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler.
* Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects)
Change 3125437 on 2016/09/14 by Ben.Marsh
UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first.
[CL 3126342 by Ben Marsh in Main branch]
2016-09-15 08:33:13 -04:00
"MinimumVisualStudioVersion = 10.0.40219.1" + ProjectFileGenerator . NewLine ) ;
}
else if ( ProjectFileFormat = = VCProjectFileFormat . VisualStudio2015 )
2015-05-05 15:32:10 -04:00
{
VCSolutionFileContent . Append (
ProjectFileGenerator . NewLine +
"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator . NewLine +
"# Visual Studio 14" + ProjectFileGenerator . NewLine +
"VisualStudioVersion = 14.0.22310.1" + ProjectFileGenerator . NewLine +
"MinimumVisualStudioVersion = 10.0.40219.1" + ProjectFileGenerator . NewLine ) ;
}
2015-09-24 12:37:21 -04:00
else if ( ProjectFileFormat = = VCProjectFileFormat . VisualStudio2013 )
2014-03-14 14:13:41 -04:00
{
VCSolutionFileContent . Append (
ProjectFileGenerator . NewLine +
"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator . NewLine +
2015-03-09 06:21:00 -04:00
"# Visual Studio 2013" + ProjectFileGenerator . NewLine +
VersionTag + ProjectFileGenerator . NewLine ) ;
2016-03-17 20:30:20 -04:00
}
else if ( ProjectFileFormat = = VCProjectFileFormat . VisualStudio2012 )
{
VCSolutionFileContent . Append (
ProjectFileGenerator . NewLine +
"Microsoft Visual Studio Solution File, Format Version 12.00" + ProjectFileGenerator . NewLine +
"# Visual Studio 2012" + ProjectFileGenerator . NewLine +
VersionTag + ProjectFileGenerator . NewLine ) ;
}
2014-03-14 14:13:41 -04:00
else
{
2015-09-24 12:37:21 -04:00
throw new BuildException ( "Unexpected ProjectFileFormat" ) ;
2014-03-14 14:13:41 -04:00
}
2016-02-03 15:40:40 -05:00
// Find the projects for ShaderCompileWorker and UnrealLightmass
2015-08-12 12:13:26 -04:00
ProjectFile ShaderCompileWorkerProject = null ;
2016-02-03 15:40:40 -05:00
ProjectFile UnrealLightmassProject = null ;
2015-09-24 12:37:21 -04:00
foreach ( ProjectFile Project in AllProjectFiles )
2015-08-12 12:13:26 -04:00
{
2015-09-24 12:37:21 -04:00
if ( Project . ProjectTargets . Count = = 1 )
2015-08-12 12:13:26 -04:00
{
2015-09-03 08:47:24 -04:00
FileReference TargetFilePath = Project . ProjectTargets [ 0 ] . TargetFilePath ;
2016-02-03 15:40:40 -05:00
if ( TargetFilePath ! = null )
{
string TargetFileName = TargetFilePath . GetFileNameWithoutAnyExtensions ( ) ;
if ( TargetFileName . Equals ( "ShaderCompileWorker" , StringComparison . InvariantCultureIgnoreCase ) )
{
ShaderCompileWorkerProject = Project ;
}
else if ( TargetFileName . Equals ( "UnrealLightmass" , StringComparison . InvariantCultureIgnoreCase ) )
{
UnrealLightmassProject = Project ;
}
}
if ( ShaderCompileWorkerProject ! = null
& & UnrealLightmassProject ! = null )
2015-08-12 12:13:26 -04:00
{
break ;
}
}
}
2014-03-14 14:13:41 -04:00
// Solution folders, files and project entries
{
// This the GUID that Visual Studio uses to identify a solution folder
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string SolutionFolderEntryGUID = "{2150E333-8FDC-42A3-9474-1A3956D46DE8}" ;
2014-03-14 14:13:41 -04:00
// Solution folders
{
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
List < MasterProjectFolder > AllSolutionFolders = new List < MasterProjectFolder > ( ) ;
2015-09-24 12:37:21 -04:00
System . Action < List < MasterProjectFolder > /* Folders */ > GatherFoldersFunction = null ;
2014-03-14 14:13:41 -04:00
GatherFoldersFunction = FolderList = >
{
2015-09-24 12:37:21 -04:00
AllSolutionFolders . AddRange ( FolderList ) ;
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach ( MasterProjectFolder CurSubFolder in FolderList )
2014-03-14 14:13:41 -04:00
{
2015-09-24 12:37:21 -04:00
GatherFoldersFunction ( CurSubFolder . SubFolders ) ;
2014-03-14 14:13:41 -04:00
}
} ;
2015-09-24 12:37:21 -04:00
GatherFoldersFunction ( RootFolder . SubFolders ) ;
2014-03-14 14:13:41 -04:00
2015-09-24 12:37:21 -04:00
foreach ( VisualStudioSolutionFolder CurFolder in AllSolutionFolders )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string FolderGUIDString = CurFolder . FolderGUID . ToString ( "B" ) . ToUpperInvariant ( ) ;
2014-03-14 14:13:41 -04:00
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
"Project(\"" + SolutionFolderEntryGUID + "\") = \"" + CurFolder . FolderName + "\", \"" + CurFolder . FolderName + "\", \"" + FolderGUIDString + "\"" + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
// Add any files that are inlined right inside the solution folder
2015-09-24 12:37:21 -04:00
if ( CurFolder . Files . Count > 0 )
2014-03-14 14:13:41 -04:00
{
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
" ProjectSection(SolutionItems) = preProject" + ProjectFileGenerator . NewLine ) ;
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach ( string CurFile in CurFolder . Files )
2014-03-14 14:13:41 -04:00
{
// Syntax is: <relative file path> = <relative file path>
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
" " + CurFile + " = " + CurFile + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
}
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
" EndProjectSection" + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
}
2015-09-24 12:37:21 -04:00
2014-03-14 14:13:41 -04:00
VCSolutionFileContent . Append (
"EndProject" + ProjectFileGenerator . NewLine
) ;
}
}
// Project files
2015-09-24 12:37:21 -04:00
foreach ( MSBuildProjectFile CurProject in AllProjectFiles )
2014-03-14 14:13:41 -04:00
{
// Visual Studio uses different GUID types depending on the project type
string ProjectTypeGUID = CurProject . ProjectTypeGUID ;
// NOTE: The project name in the solution doesn't actually *have* to match the project file name on disk. However,
// we prefer it when it does match so we use the actual file name here.
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string ProjectNameInSolution = CurProject . ProjectFilePath . GetFileNameWithoutExtension ( ) ;
2014-03-14 14:13:41 -04:00
// Use the existing project's GUID that's already known to us
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string ProjectGUID = CurProject . ProjectGUID . ToString ( "B" ) . ToUpperInvariant ( ) ;
2014-03-14 14:13:41 -04:00
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
"Project(\"" + ProjectTypeGUID + "\") = \"" + ProjectNameInSolution + "\", \"" + CurProject . ProjectFilePath . MakeRelativeTo ( ProjectFileGenerator . MasterProjectPath ) + "\", \"" + ProjectGUID + "\"" + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
// Setup dependency on UnrealBuildTool, if we need that. This makes sure that UnrealBuildTool is
// freshly compiled before kicking off any build operations on this target project
2015-09-24 12:37:21 -04:00
if ( ! CurProject . IsStubProject )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
List < ProjectFile > Dependencies = new List < ProjectFile > ( ) ;
2015-03-26 10:53:06 -04:00
if ( CurProject . IsGeneratedProject & & UBTProject ! = null & & CurProject ! = UBTProject )
2014-03-14 14:13:41 -04:00
{
2015-03-26 10:53:06 -04:00
Dependencies . Add ( UBTProject ) ;
Dependencies . AddRange ( UBTProject . DependsOnProjects ) ;
}
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
if ( bEditorDependsOnShaderCompileWorker & & CurProject . IsGeneratedProject & & ShaderCompileWorkerProject ! = null & & CurProject . ProjectTargets . Any ( x = > x . TargetRules ! = null & & x . TargetRules . Type = = TargetType . Editor ) )
2015-08-12 12:13:26 -04:00
{
Dependencies . Add ( ShaderCompileWorkerProject ) ;
}
2015-03-26 10:53:06 -04:00
Dependencies . AddRange ( CurProject . DependsOnProjects ) ;
2014-03-14 14:13:41 -04:00
2015-03-26 10:53:06 -04:00
if ( Dependencies . Count > 0 )
{
VCSolutionFileContent . Append ( "\tProjectSection(ProjectDependencies) = postProject" + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
// Setup any addition dependencies this project has...
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach ( ProjectFile DependsOnProject in Dependencies )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string DependsOnProjectGUID = ( ( MSBuildProjectFile ) DependsOnProject ) . ProjectGUID . ToString ( "B" ) . ToUpperInvariant ( ) ;
2015-03-26 10:53:06 -04:00
VCSolutionFileContent . Append ( "\t\t" + DependsOnProjectGUID + " = " + DependsOnProjectGUID + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
}
2015-03-26 10:53:06 -04:00
VCSolutionFileContent . Append ( "\tEndProjectSection" + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
}
}
VCSolutionFileContent . Append (
"EndProject" + ProjectFileGenerator . NewLine
) ;
}
}
// Solution configuration platforms. This is just a list of all of the platforms and configurations that
// appear in Visual Studio's build configuration selector.
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
List < VCSolutionConfigCombination > SolutionConfigCombinations = new List < VCSolutionConfigCombination > ( ) ;
2014-03-14 14:13:41 -04:00
// The "Global" section has source control, solution configurations, project configurations,
// preferences, and project hierarchy data
{
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
"Global" + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
{
{
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
" GlobalSection(SolutionConfigurationPlatforms) = preSolution" + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
Dictionary < string , Tuple < UnrealTargetConfiguration , string > > SolutionConfigurationsValidForProjects = new Dictionary < string , Tuple < UnrealTargetConfiguration , string > > ( ) ;
HashSet < UnrealTargetPlatform > PlatformsValidForProjects = new HashSet < UnrealTargetPlatform > ( ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach ( UnrealTargetConfiguration CurConfiguration in SupportedConfigurations )
2014-03-14 14:13:41 -04:00
{
if ( UnrealBuildTool . IsValidConfiguration ( CurConfiguration ) )
{
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach ( UnrealTargetPlatform CurPlatform in SupportedPlatforms )
2014-03-14 14:13:41 -04:00
{
if ( UnrealBuildTool . IsValidPlatform ( CurPlatform ) )
{
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach ( ProjectFile CurProject in AllProjectFiles )
2014-03-14 14:13:41 -04:00
{
2015-09-24 12:37:21 -04:00
if ( ! CurProject . IsStubProject )
2014-03-14 14:13:41 -04:00
{
2015-09-24 12:37:21 -04:00
if ( CurProject . ProjectTargets . Count = = 0 )
2014-03-14 14:13:41 -04:00
{
2015-09-24 12:37:21 -04:00
throw new BuildException ( "Expecting project '" + CurProject . ProjectFilePath + "' to have at least one ProjectTarget associated with it!" ) ;
2014-03-14 14:13:41 -04:00
}
// Figure out the set of valid target configuration names
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach ( ProjectTarget ProjectTarget in CurProject . ProjectTargets )
2014-03-14 14:13:41 -04:00
{
2015-09-24 12:37:21 -04:00
if ( VCProjectFile . IsValidProjectPlatformAndConfiguration ( ProjectTarget , CurPlatform , CurConfiguration ) )
2014-03-14 14:13:41 -04:00
{
2015-09-24 12:37:21 -04:00
PlatformsValidForProjects . Add ( CurPlatform ) ;
2014-03-14 14:13:41 -04:00
// Default to a target configuration name of "Game", since that will collapse down to an empty string
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
string TargetConfigurationName = TargetType . Game . ToString ( ) ;
2015-09-24 12:37:21 -04:00
if ( ProjectTarget . TargetRules ! = null )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
TargetConfigurationName = ProjectTarget . TargetRules . Type . ToString ( ) ;
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string SolutionConfigName = MakeSolutionConfigurationName ( CurConfiguration , TargetConfigurationName ) ;
2015-09-24 12:37:21 -04:00
SolutionConfigurationsValidForProjects [ SolutionConfigName ] = new Tuple < UnrealTargetConfiguration , string > ( CurConfiguration , TargetConfigurationName ) ;
2014-03-14 14:13:41 -04:00
}
}
}
}
}
}
}
}
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach ( UnrealTargetPlatform CurPlatform in PlatformsValidForProjects )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach ( KeyValuePair < string , Tuple < UnrealTargetConfiguration , string > > SolutionConfigKeyValue in SolutionConfigurationsValidForProjects )
2014-03-14 14:13:41 -04:00
{
// e.g. "Development|Win64 = Development|Win64"
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string SolutionConfigName = SolutionConfigKeyValue . Key ;
UnrealTargetConfiguration Configuration = SolutionConfigKeyValue . Value . Item1 ;
string TargetConfigurationName = SolutionConfigKeyValue . Value . Item2 ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string SolutionPlatformName = CurPlatform . ToString ( ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string SolutionConfigAndPlatformPair = SolutionConfigName + "|" + SolutionPlatformName ;
2014-03-14 14:13:41 -04:00
SolutionConfigCombinations . Add (
new VCSolutionConfigCombination
{
VCSolutionConfigAndPlatformName = SolutionConfigAndPlatformPair ,
Configuration = Configuration ,
Platform = CurPlatform ,
TargetConfigurationName = TargetConfigurationName
}
) ;
}
}
// Sort the list of solution platform strings alphabetically (Visual Studio prefers it)
SolutionConfigCombinations . Sort (
2015-09-24 12:37:21 -04:00
new Comparison < VCSolutionConfigCombination > (
( x , y ) = > { return String . Compare ( x . VCSolutionConfigAndPlatformName , y . VCSolutionConfigAndPlatformName , StringComparison . InvariantCultureIgnoreCase ) ; }
)
2014-03-14 14:13:41 -04:00
) ;
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
HashSet < string > AppendedSolutionConfigAndPlatformNames = new HashSet < string > ( StringComparer . InvariantCultureIgnoreCase ) ;
foreach ( VCSolutionConfigCombination SolutionConfigCombination in SolutionConfigCombinations )
2014-03-14 14:13:41 -04:00
{
// We alias "Game" and "Program" to both have the same solution configuration, so we're careful not to add the same combination twice.
2015-09-24 12:37:21 -04:00
if ( ! AppendedSolutionConfigAndPlatformNames . Contains ( SolutionConfigCombination . VCSolutionConfigAndPlatformName ) )
2014-03-14 14:13:41 -04:00
{
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
" " + SolutionConfigCombination . VCSolutionConfigAndPlatformName + " = " + SolutionConfigCombination . VCSolutionConfigAndPlatformName + ProjectFileGenerator . NewLine ) ;
AppendedSolutionConfigAndPlatformNames . Add ( SolutionConfigCombination . VCSolutionConfigAndPlatformName ) ;
2014-03-14 14:13:41 -04:00
}
}
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
" EndGlobalSection" + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
}
// Assign each project's "project configuration" to our "solution platform + configuration" pairs. This
// also sets up which projects are actually built when building the solution.
{
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
" GlobalSection(ProjectConfigurationPlatforms) = postSolution" + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
List < VCSolutionConfigCombination > CombinationsThatWereMatchedToProjects = new List < VCSolutionConfigCombination > ( ) ;
2014-03-14 14:13:41 -04:00
2015-09-24 12:37:21 -04:00
foreach ( MSBuildProjectFile CurProject in AllProjectFiles )
2014-03-14 14:13:41 -04:00
{
// NOTE: We don't emit solution configuration entries for "stub" projects. Those projects are only
// built using UnrealBuildTool and don't require a presence in the solution project list
// NOTE: We also process projects that were "imported" here, hoping to match those to our solution
// configurations. In some cases this may not be successful though. Imported projects
// should always be carefully setup to match our project generator's solution configs.
2015-09-24 12:37:21 -04:00
if ( ! CurProject . IsStubProject )
2014-03-14 14:13:41 -04:00
{
2015-09-24 12:37:21 -04:00
if ( CurProject . ProjectTargets . Count = = 0 )
2014-03-14 14:13:41 -04:00
{
2015-09-24 12:37:21 -04:00
throw new BuildException ( "Expecting project '" + CurProject . ProjectFilePath + "' to have at least one ProjectTarget associated with it!" ) ;
2014-03-14 14:13:41 -04:00
}
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
bool IsProgramProject = CurProject . ProjectTargets [ 0 ] . TargetRules ! = null & & CurProject . ProjectTargets [ 0 ] . TargetRules . Type = = TargetType . Program ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
HashSet < string > GameOrProgramConfigsAlreadyMapped = new HashSet < string > ( ) ;
foreach ( VCSolutionConfigCombination SolutionConfigCombination in SolutionConfigCombinations )
2014-03-14 14:13:41 -04:00
{
// Handle aliasing of Program and Game target configuration names
2015-09-24 12:37:21 -04:00
if ( ( IsProgramProject & & GameOrProgramConfigsAlreadyMapped . Add ( SolutionConfigCombination . VCSolutionConfigAndPlatformName ) ) | |
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
IsProgramProject & & SolutionConfigCombination . TargetConfigurationName ! = TargetType . Game . ToString ( ) | |
! IsProgramProject & & SolutionConfigCombination . TargetConfigurationName ! = TargetType . Program . ToString ( ) )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string TargetConfigurationName = SolutionConfigCombination . TargetConfigurationName ;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3075869)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3059740 on 2016/07/21 by Ben.Marsh
Format license violations on separate lines rather than as a single multi-line string, so they can be parsed out correctly by the EC log parser.
Change 3063115 on 2016/07/25 by Ben.Marsh
Add missing projects to Mono AutomationTool solution.
Change 3067125 on 2016/07/27 by Ben.Marsh
Clean up and document the engine versioning system.
* Version.h has a summary of all the different versioning concepts in UE4, as well as an explanation of what all the macros do.
* VersionLocked.h has been removed. ENGINE_NET_VERSION and ENGINE_REPLAY_VERSION can be overriden directly in Version.h if necessary.
* Added explicit macros for ENGINE_CURRENT_CL_VERSION And ENGINE_COMPATIBLE_CL_VERSION. The MODULE_API_VERSION macro is now defined to be the same as ENGINE_COMPATIBLE_CL_VERSION.
* Build/Build.version now includes the compatible CL version, so it can be determined without having to parse header files inside MacToolChain.cs.
* UpdateLocalVersion UAT command now exposes a -CompatibleCL=... argument to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version.
* SetVersion BuildGraph task now has a CompatibleChange="" attribute to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version.
* VersionFileUpdater now makes an effort to parse tokens matching the macros it's going to overwrite, rather than requiring exact matches in whitespace in Version.h.
* Running UpdateLocalVersion now syncs files to revision 0 before writing if P4 is enabled, similarly to UGS, or fails if they are not writable.
Change 3067242 on 2016/07/27 by Ben.Marsh
Fix UGS showing a build failure/warning dialog immediately if you submit while the build is yellow/red. Now ignores builds before your last submitted CL.
Change 3068116 on 2016/07/28 by Ben.Marsh
Add a small Windows utility to terminate all running processes under a given root directory, and run it before and after every sync. Mean to fix instances where zombie editor processes do not terminate correctly and cause subsequent syncs to fail.
Change 3068246 on 2016/07/28 by Ben.Marsh
UGS: Improvements to 'Clean Workspace' dialog - empty folders are now set to be deleted by default, and added a context menu to select all/none/empty/default for a subtree, as well as to open Windows explorer at that location.
Change 3068573 on 2016/07/28 by Ben.Marsh
Attempt to fix AppDomain unload errors; suspect caused by delay to terminate child processes when managed exception is thrown on child threads. Now waits for the currently running threads to finish executing before quitting.
Change 3068575 on 2016/07/28 by Ben.Marsh
Respect the -noxge command-line argument when compiling UHT.
Change 3068665 on 2016/07/28 by Ben.Marsh
Delete any DLLs in output folders which share names with build products. The Windows loader reads DLLs from the first location it finds a file with a matching name, so we need to ensure that it doesn't load stale DLLs when output directories are changed (moving a module into a plugin, for example).
Change 3073316 on 2016/08/02 by Ben.Marsh
CoreUObject: Replace header guards with #pragma once directives.
Change 3073325 on 2016/08/02 by Ben.Marsh
CoreUObject: Manually untangle a few circular includes around ObjectBase.h and Class.h to allow making them into IWYU-style headers.
Change 3074391 on 2016/08/02 by Ben.Marsh
GitHub #2646: Always allow programs to build as part of non-game solution configurations.
Change 3075123 on 2016/08/03 by Richard.Fawcett
Ensure that zip files created outside of Ionic Zip can be unzipped with CommandUtils.UnzipFiles
Zip files created with 7-zip, WinRAR, and Windows Explorer all contain entities for directories, not just the files in them. Code in CommandUtils.UnzipFiles made the assumption that all entities in the zip file were files, and an exception was being thrown on encountering a directory.
Change 3075848 on 2016/08/03 by Ben.Marsh
UBT: Fix a few cases where it's possible to construct a non-canonical DirectoryReference - root directories on Windows must always have a terminating slash, but any other directories must note. DirectoryInfo and Path.GetFullPath() do not enforce this requirement.
Change 3075850 on 2016/08/03 by Ben.Marsh
UBT: Fix UHT failures when running with -nopch.
Change 3077058 by Ben.Marsh
UHT: Remove the auto-generated ObjectBase.h include from generated header files. Was originally added to allow doxygen to parse headers more easily, but was switched to parsing the file only as part of parent files instead.
[CL 3077308 by Ben Marsh in Main branch]
2016-08-04 10:41:07 -04:00
if ( IsProgramProject )
2014-03-14 14:13:41 -04:00
{
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
TargetConfigurationName = TargetType . Program . ToString ( ) ;
2014-03-14 14:13:41 -04:00
}
// Now, we want to find a target in this project that maps to the current solution config combination. Only up to one target should
// and every solution config combination should map to at least one target in one project (otherwise we shouldn't have added it!).
ProjectTarget MatchingProjectTarget = null ;
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach ( ProjectTarget ProjectTarget in CurProject . ProjectTargets )
2014-03-14 14:13:41 -04:00
{
2015-09-24 12:37:21 -04:00
bool IsMatchingCombination = VCProjectFile . IsValidProjectPlatformAndConfiguration ( ProjectTarget , SolutionConfigCombination . Platform , SolutionConfigCombination . Configuration ) ;
if ( ProjectTarget . TargetRules ! = null )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
if ( TargetConfigurationName ! = ProjectTarget . TargetRules . Type . ToString ( ) )
2014-03-14 14:13:41 -04:00
{
// Solution configuration name for this combination doesn't match this target's configuration name. It's not buildable.
IsMatchingCombination = false ;
}
}
else
{
// UBT gets a pass because it is a dependency of every single configuration combination
2015-09-24 12:37:21 -04:00
if ( CurProject ! = UBTProject & &
2014-08-29 12:25:29 -04:00
! CurProject . ShouldBuildForAllSolutionTargets & &
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
TargetConfigurationName ! = TargetType . Game . ToString ( ) )
2014-03-14 14:13:41 -04:00
{
// Can't build non-generated project in configurations except for the default (Game)
IsMatchingCombination = false ;
}
}
2015-09-24 12:37:21 -04:00
if ( IsMatchingCombination )
2014-03-14 14:13:41 -04:00
{
2015-09-24 12:37:21 -04:00
if ( MatchingProjectTarget ! = null )
2014-03-14 14:13:41 -04:00
{
// Not expecting more than one target to match a single solution configuration per project!
2015-09-24 12:37:21 -04:00
throw new BuildException ( "Not expecting more than one target for project " + CurProject . ProjectFilePath + " to match solution configuration " + SolutionConfigCombination . VCSolutionConfigAndPlatformName ) ;
2014-03-14 14:13:41 -04:00
}
MatchingProjectTarget = ProjectTarget ;
// NOTE: For faster perf, we could "break" here and bail out early, but that would circumvent the error checking
// for multiple targets within a project that may map to a single solution configuration.
}
}
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
UnrealTargetConfiguration SolutionConfiguration = SolutionConfigCombination . Configuration ;
UnrealTargetPlatform SolutionPlatform = SolutionConfigCombination . Platform ;
2014-03-14 14:13:41 -04:00
2015-09-24 12:37:21 -04:00
if ( MatchingProjectTarget = = null )
2014-03-14 14:13:41 -04:00
{
// The current configuration/platform and target configuration name doesn't map to anything our project actually supports.
// We'll map it to a default config.
SolutionConfiguration = UnrealTargetConfiguration . Development ;
// Prefer using Win64 as the default, but fall back to a platform the project file actually supports if needed. This is for
// projects that can never be compiled in Windows, such as UnrealLaunchDaemon which is an iOS-only program
SolutionPlatform = UnrealTargetPlatform . Win64 ;
2015-09-24 12:37:21 -04:00
if ( CurProject . ProjectTargets [ 0 ] . TargetRules ! = null )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
if ( ! CurProject . ProjectTargets [ 0 ] . SupportedPlatforms . Contains ( SolutionPlatform ) )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
SolutionPlatform = CurProject . ProjectTargets [ 0 ] . SupportedPlatforms [ 0 ] ;
2014-03-14 14:13:41 -04:00
}
}
2015-09-24 12:37:21 -04:00
if ( IsProgramProject )
2014-03-14 14:13:41 -04:00
{
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
TargetConfigurationName = TargetType . Program . ToString ( ) ;
2014-03-14 14:13:41 -04:00
}
2015-09-24 12:37:21 -04:00
else
2014-03-14 14:13:41 -04:00
{
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
TargetConfigurationName = TargetType . Game . ToString ( ) ;
2014-03-14 14:13:41 -04:00
}
}
// If the project wants to always build in "Development", regardless of what the solution
// configuration is set to, then we'll do that here. This is used for projects like
// UnrealBuildTool and ShaderCompileWorker
2015-09-24 12:37:21 -04:00
if ( MatchingProjectTarget ! = null )
2014-03-14 14:13:41 -04:00
{
2015-09-24 12:37:21 -04:00
if ( MatchingProjectTarget . ForceDevelopmentConfiguration )
2014-03-14 14:13:41 -04:00
{
SolutionConfiguration = UnrealTargetConfiguration . Development ;
}
}
2016-02-03 15:40:40 -05:00
// Always allow SCW and UnrealLighmass to build in editor configurations
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
if ( MatchingProjectTarget = = null & & SolutionConfigCombination . TargetConfigurationName = = TargetType . Editor . ToString ( ) & & SolutionConfigCombination . Platform = = UnrealTargetPlatform . Win64 )
2015-08-12 12:13:26 -04:00
{
2016-02-03 15:40:40 -05:00
if ( CurProject = = ShaderCompileWorkerProject )
2015-08-13 08:55:10 -04:00
{
MatchingProjectTarget = ShaderCompileWorkerProject . ProjectTargets [ 0 ] ;
}
2016-02-03 15:40:40 -05:00
else if ( CurProject = = UnrealLightmassProject )
{
MatchingProjectTarget = UnrealLightmassProject . ProjectTargets [ 0 ] ;
}
2015-08-12 12:13:26 -04:00
}
2014-03-14 14:13:41 -04:00
string ProjectConfigName ;
string ProjectPlatformName ;
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
if ( CurProject . IsStubProject )
{
if ( SolutionPlatform ! = UnrealTargetPlatform . Unknown | | SolutionConfiguration ! = UnrealTargetConfiguration . Unknown )
{
throw new BuildException ( "Stub project was expecting platform and configuration type to be set to Unknown" ) ;
}
ProjectPlatformName = MSBuildProjectFile . StubProjectPlatformName ;
ProjectConfigName = MSBuildProjectFile . StubProjectConfigurationName ;
}
else
{
CurProject . MakeProjectPlatformAndConfigurationNames ( SolutionPlatform , SolutionConfiguration , TargetConfigurationName , out ProjectPlatformName , out ProjectConfigName ) ;
}
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string ProjectConfigAndPlatformPair = ProjectConfigName . ToString ( ) + "|" + ProjectPlatformName . ToString ( ) ;
2014-03-14 14:13:41 -04:00
// e.g. "{4232C52C-680F-4850-8855-DC39419B5E9B}.Debug|iOS.ActiveCfg = iOS_Debug|Win32"
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string CurProjectGUID = CurProject . ProjectGUID . ToString ( "B" ) . ToUpperInvariant ( ) ;
2014-03-14 14:13:41 -04:00
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
" " + CurProjectGUID + "." + SolutionConfigCombination . VCSolutionConfigAndPlatformName + ".ActiveCfg = " + ProjectConfigAndPlatformPair + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
// Set whether this project configuration should be built when the user initiates "build solution"
2015-09-24 12:37:21 -04:00
if ( MatchingProjectTarget ! = null & & CurProject . ShouldBuildByDefaultForSolutionTargets )
2014-03-14 14:13:41 -04:00
{
2015-09-24 12:37:21 -04:00
// Some targets are "dummy targets"; they only exist to show user friendly errors in VS. Weed them out here, and don't set them to build by default.
List < UnrealTargetPlatform > SupportedPlatforms = null ;
if ( MatchingProjectTarget . TargetRules ! = null )
{
SupportedPlatforms = new List < UnrealTargetPlatform > ( ) ;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
SupportedPlatforms . AddRange ( MatchingProjectTarget . SupportedPlatforms ) ;
2015-09-24 12:37:21 -04:00
}
if ( SupportedPlatforms = = null | | SupportedPlatforms . Contains ( SolutionConfigCombination . Platform ) )
{
VCSolutionFileContent . Append (
" " + CurProjectGUID + "." + SolutionConfigCombination . VCSolutionConfigAndPlatformName + ".Build.0 = " + ProjectConfigAndPlatformPair + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
UEPlatformProjectGenerator ProjGen = UEPlatformProjectGenerator . GetPlatformProjectGenerator ( SolutionConfigCombination . Platform , true ) ;
2015-09-24 12:37:21 -04:00
if ( MatchingProjectTarget . ProjectDeploys | |
( ( ProjGen ! = null ) & & ( ProjGen . GetVisualStudioDeploymentEnabled ( SolutionPlatform , SolutionConfiguration ) = = true ) ) )
{
VCSolutionFileContent . Append (
" " + CurProjectGUID + "." + SolutionConfigCombination . VCSolutionConfigAndPlatformName + ".Deploy.0 = " + ProjectConfigAndPlatformPair + ProjectFileGenerator . NewLine ) ;
}
}
2014-03-14 14:13:41 -04:00
}
2015-09-24 12:37:21 -04:00
CombinationsThatWereMatchedToProjects . Add ( SolutionConfigCombination ) ;
2014-03-14 14:13:41 -04:00
}
}
}
}
// Check for problems
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach ( VCSolutionConfigCombination SolutionConfigCombination in SolutionConfigCombinations )
2014-03-14 14:13:41 -04:00
{
2015-09-24 12:37:21 -04:00
if ( ! CombinationsThatWereMatchedToProjects . Contains ( SolutionConfigCombination ) )
2014-03-14 14:13:41 -04:00
{
2015-09-24 12:37:21 -04:00
throw new BuildException ( "Unable to find a ProjectTarget that matches the solution configuration/platform mapping: " + SolutionConfigCombination . Configuration . ToString ( ) + ", " + SolutionConfigCombination . Platform . ToString ( ) + ", " + SolutionConfigCombination . TargetConfigurationName ) ;
2014-03-14 14:13:41 -04:00
}
}
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
" EndGlobalSection" + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
}
// Setup other solution properties
{
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
" GlobalSection(SolutionProperties) = preSolution" + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
// HideSolutionNode sets whether or not the top-level solution entry is completely hidden in the UI.
// We don't want that, as we need users to be able to right click on the solution tree item.
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
" HideSolutionNode = FALSE" + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
" EndGlobalSection" + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
}
// Solution directory hierarchy
{
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
" GlobalSection(NestedProjects) = preSolution" + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
// Every entry in this section is in the format "Guid1 = Guid2". Guid1 is the child project (or solution
// filter)'s GUID, and Guid2 is the solution filter directory to parent the child project (or solution
// filter) to. This sets up the hierarchical solution explorer tree for all solution folders and projects.
System . Action < StringBuilder /* VCSolutionFileContent */ , List < MasterProjectFolder > /* Folders */ > FolderProcessorFunction = null ;
2015-09-24 12:37:21 -04:00
FolderProcessorFunction = ( LocalVCSolutionFileContent , LocalMasterProjectFolders ) = >
2014-03-14 14:13:41 -04:00
{
2015-09-24 12:37:21 -04:00
foreach ( VisualStudioSolutionFolder CurFolder in LocalMasterProjectFolders )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string CurFolderGUIDString = CurFolder . FolderGUID . ToString ( "B" ) . ToUpperInvariant ( ) ;
2014-03-14 14:13:41 -04:00
2015-09-24 12:37:21 -04:00
foreach ( MSBuildProjectFile ChildProject in CurFolder . ChildProjects )
2014-03-14 14:13:41 -04:00
{
// e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
LocalVCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
" " + ChildProject . ProjectGUID . ToString ( "B" ) . ToUpperInvariant ( ) + " = " + CurFolderGUIDString + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
}
2015-09-24 12:37:21 -04:00
foreach ( VisualStudioSolutionFolder SubFolder in CurFolder . SubFolders )
2014-03-14 14:13:41 -04:00
{
// e.g. "{BF6FB09F-A2A6-468F-BE6F-DEBE07EAD3EA} = {C43B6BB5-3EF0-4784-B896-4099753BCDA9}"
LocalVCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
" " + SubFolder . FolderGUID . ToString ( "B" ) . ToUpperInvariant ( ) + " = " + CurFolderGUIDString + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
}
// Recurse into subfolders
2015-09-24 12:37:21 -04:00
FolderProcessorFunction ( LocalVCSolutionFileContent , CurFolder . SubFolders ) ;
2014-03-14 14:13:41 -04:00
}
} ;
2015-09-24 12:37:21 -04:00
FolderProcessorFunction ( VCSolutionFileContent , RootFolder . SubFolders ) ;
2014-03-14 14:13:41 -04:00
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
" EndGlobalSection" + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
}
}
VCSolutionFileContent . Append (
2015-09-24 12:37:21 -04:00
"EndGlobal" + ProjectFileGenerator . NewLine ) ;
2014-03-14 14:13:41 -04:00
}
// Save the solution file
2015-09-24 12:37:21 -04:00
if ( bSuccess )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string SolutionFilePath = FileReference . Combine ( MasterProjectPath , SolutionFileName ) . FullName ;
2015-09-24 12:37:21 -04:00
bSuccess = WriteFileIfChanged ( SolutionFilePath , VCSolutionFileContent . ToString ( ) ) ;
2014-03-14 14:13:41 -04:00
}
// Save a solution config file which selects the development editor configuration by default.
2014-08-14 16:23:28 -04:00
if ( bSuccess )
2014-03-14 14:13:41 -04:00
{
2015-05-05 15:32:10 -04:00
// Figure out the filename for the SUO file. VS will automatically import the options from earlier versions if necessary.
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3125471)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3105904 on 2016/08/30 by Ben.Marsh
PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist)
Change 3105974 on 2016/08/30 by Ben.Marsh
PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans)
Change 3106035 on 2016/08/30 by Ben.Marsh
PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans)
Change 3106172 on 2016/08/30 by Ben.Marsh
UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line.
#codreview Maciej.Mroz
Change 3107642 on 2016/08/31 by Matthew.Griffin
More Monolithic editor fixes
Fixed IMPLEMENT_MODULE macros with incorrect module name
Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD
Fixed NiagaraConstants so that they can be used in multiple modules
Change 3107808 on 2016/08/31 by Matthew.Griffin
Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate
Change 3111527 on 2016/09/02 by Matthew.Griffin
Duplicating CL#3111524 from Release-4.13 stream
Including Documentation/Extras in installed build
Change 3117683 on 2016/09/08 by Ben.Marsh
PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus)
Change 3119707 on 2016/09/09 by Ben.Marsh
UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files.
Change 3120824 on 2016/09/12 by Ben.Marsh
UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80.
Change 3120996 on 2016/09/12 by Ben.Marsh
Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line.
#jira UE-35659
Change 3121353 on 2016/09/12 by Ben.Marsh
Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies).
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3123144 on 2016/09/13 by Ben.Marsh
BuildGraph: Fix exception due to mismatched argument lists.
Change 3123160 on 2016/09/13 by Ben.Marsh
Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc.
Change 3123211 on 2016/09/13 by Ben.Marsh
UBT: Fix exception writing a version manifest if the output directory does not exist.
Change 3125300 on 2016/09/14 by Ben.Marsh
UnrealVS: Few fixes to single-file compile command.
* All documents are now saved before compile starts.
* Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler.
* Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects)
Change 3125437 on 2016/09/14 by Ben.Marsh
UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first.
[CL 3126342 by Ben Marsh in Main branch]
2016-09-15 08:33:13 -04:00
FileReference SolutionOptionsFileName ;
2015-05-05 15:32:10 -04:00
switch ( ProjectFileFormat )
2016-03-17 20:30:20 -04:00
{
case VCProjectFileFormat . VisualStudio2012 :
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3125471)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3105904 on 2016/08/30 by Ben.Marsh
PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist)
Change 3105974 on 2016/08/30 by Ben.Marsh
PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans)
Change 3106035 on 2016/08/30 by Ben.Marsh
PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans)
Change 3106172 on 2016/08/30 by Ben.Marsh
UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line.
#codreview Maciej.Mroz
Change 3107642 on 2016/08/31 by Matthew.Griffin
More Monolithic editor fixes
Fixed IMPLEMENT_MODULE macros with incorrect module name
Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD
Fixed NiagaraConstants so that they can be used in multiple modules
Change 3107808 on 2016/08/31 by Matthew.Griffin
Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate
Change 3111527 on 2016/09/02 by Matthew.Griffin
Duplicating CL#3111524 from Release-4.13 stream
Including Documentation/Extras in installed build
Change 3117683 on 2016/09/08 by Ben.Marsh
PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus)
Change 3119707 on 2016/09/09 by Ben.Marsh
UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files.
Change 3120824 on 2016/09/12 by Ben.Marsh
UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80.
Change 3120996 on 2016/09/12 by Ben.Marsh
Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line.
#jira UE-35659
Change 3121353 on 2016/09/12 by Ben.Marsh
Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies).
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3123144 on 2016/09/13 by Ben.Marsh
BuildGraph: Fix exception due to mismatched argument lists.
Change 3123160 on 2016/09/13 by Ben.Marsh
Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc.
Change 3123211 on 2016/09/13 by Ben.Marsh
UBT: Fix exception writing a version manifest if the output directory does not exist.
Change 3125300 on 2016/09/14 by Ben.Marsh
UnrealVS: Few fixes to single-file compile command.
* All documents are now saved before compile starts.
* Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler.
* Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects)
Change 3125437 on 2016/09/14 by Ben.Marsh
UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first.
[CL 3126342 by Ben Marsh in Main branch]
2016-09-15 08:33:13 -04:00
SolutionOptionsFileName = FileReference . Combine ( MasterProjectPath , Path . ChangeExtension ( SolutionFileName , "v11.suo" ) ) ;
2016-03-17 20:30:20 -04:00
break ;
2015-05-05 15:32:10 -04:00
case VCProjectFileFormat . VisualStudio2013 :
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3125471)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3105904 on 2016/08/30 by Ben.Marsh
PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist)
Change 3105974 on 2016/08/30 by Ben.Marsh
PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans)
Change 3106035 on 2016/08/30 by Ben.Marsh
PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans)
Change 3106172 on 2016/08/30 by Ben.Marsh
UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line.
#codreview Maciej.Mroz
Change 3107642 on 2016/08/31 by Matthew.Griffin
More Monolithic editor fixes
Fixed IMPLEMENT_MODULE macros with incorrect module name
Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD
Fixed NiagaraConstants so that they can be used in multiple modules
Change 3107808 on 2016/08/31 by Matthew.Griffin
Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate
Change 3111527 on 2016/09/02 by Matthew.Griffin
Duplicating CL#3111524 from Release-4.13 stream
Including Documentation/Extras in installed build
Change 3117683 on 2016/09/08 by Ben.Marsh
PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus)
Change 3119707 on 2016/09/09 by Ben.Marsh
UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files.
Change 3120824 on 2016/09/12 by Ben.Marsh
UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80.
Change 3120996 on 2016/09/12 by Ben.Marsh
Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line.
#jira UE-35659
Change 3121353 on 2016/09/12 by Ben.Marsh
Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies).
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3123144 on 2016/09/13 by Ben.Marsh
BuildGraph: Fix exception due to mismatched argument lists.
Change 3123160 on 2016/09/13 by Ben.Marsh
Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc.
Change 3123211 on 2016/09/13 by Ben.Marsh
UBT: Fix exception writing a version manifest if the output directory does not exist.
Change 3125300 on 2016/09/14 by Ben.Marsh
UnrealVS: Few fixes to single-file compile command.
* All documents are now saved before compile starts.
* Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler.
* Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects)
Change 3125437 on 2016/09/14 by Ben.Marsh
UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first.
[CL 3126342 by Ben Marsh in Main branch]
2016-09-15 08:33:13 -04:00
SolutionOptionsFileName = FileReference . Combine ( MasterProjectPath , Path . ChangeExtension ( SolutionFileName , "v12.suo" ) ) ;
2015-05-05 15:32:10 -04:00
break ;
case VCProjectFileFormat . VisualStudio2015 :
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3125471)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3105904 on 2016/08/30 by Ben.Marsh
PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist)
Change 3105974 on 2016/08/30 by Ben.Marsh
PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans)
Change 3106035 on 2016/08/30 by Ben.Marsh
PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans)
Change 3106172 on 2016/08/30 by Ben.Marsh
UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line.
#codreview Maciej.Mroz
Change 3107642 on 2016/08/31 by Matthew.Griffin
More Monolithic editor fixes
Fixed IMPLEMENT_MODULE macros with incorrect module name
Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD
Fixed NiagaraConstants so that they can be used in multiple modules
Change 3107808 on 2016/08/31 by Matthew.Griffin
Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate
Change 3111527 on 2016/09/02 by Matthew.Griffin
Duplicating CL#3111524 from Release-4.13 stream
Including Documentation/Extras in installed build
Change 3117683 on 2016/09/08 by Ben.Marsh
PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus)
Change 3119707 on 2016/09/09 by Ben.Marsh
UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files.
Change 3120824 on 2016/09/12 by Ben.Marsh
UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80.
Change 3120996 on 2016/09/12 by Ben.Marsh
Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line.
#jira UE-35659
Change 3121353 on 2016/09/12 by Ben.Marsh
Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies).
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3123144 on 2016/09/13 by Ben.Marsh
BuildGraph: Fix exception due to mismatched argument lists.
Change 3123160 on 2016/09/13 by Ben.Marsh
Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc.
Change 3123211 on 2016/09/13 by Ben.Marsh
UBT: Fix exception writing a version manifest if the output directory does not exist.
Change 3125300 on 2016/09/14 by Ben.Marsh
UnrealVS: Few fixes to single-file compile command.
* All documents are now saved before compile starts.
* Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler.
* Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects)
Change 3125437 on 2016/09/14 by Ben.Marsh
UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first.
[CL 3126342 by Ben Marsh in Main branch]
2016-09-15 08:33:13 -04:00
SolutionOptionsFileName = FileReference . Combine ( MasterProjectPath , ".vs" , Path . GetFileNameWithoutExtension ( SolutionFileName ) , "v14" , ".suo" ) ;
2015-05-05 15:32:10 -04:00
break ;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3125471)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3105904 on 2016/08/30 by Ben.Marsh
PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist)
Change 3105974 on 2016/08/30 by Ben.Marsh
PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans)
Change 3106035 on 2016/08/30 by Ben.Marsh
PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans)
Change 3106172 on 2016/08/30 by Ben.Marsh
UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line.
#codreview Maciej.Mroz
Change 3107642 on 2016/08/31 by Matthew.Griffin
More Monolithic editor fixes
Fixed IMPLEMENT_MODULE macros with incorrect module name
Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD
Fixed NiagaraConstants so that they can be used in multiple modules
Change 3107808 on 2016/08/31 by Matthew.Griffin
Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate
Change 3111527 on 2016/09/02 by Matthew.Griffin
Duplicating CL#3111524 from Release-4.13 stream
Including Documentation/Extras in installed build
Change 3117683 on 2016/09/08 by Ben.Marsh
PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus)
Change 3119707 on 2016/09/09 by Ben.Marsh
UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files.
Change 3120824 on 2016/09/12 by Ben.Marsh
UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80.
Change 3120996 on 2016/09/12 by Ben.Marsh
Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line.
#jira UE-35659
Change 3121353 on 2016/09/12 by Ben.Marsh
Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies).
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3123144 on 2016/09/13 by Ben.Marsh
BuildGraph: Fix exception due to mismatched argument lists.
Change 3123160 on 2016/09/13 by Ben.Marsh
Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc.
Change 3123211 on 2016/09/13 by Ben.Marsh
UBT: Fix exception writing a version manifest if the output directory does not exist.
Change 3125300 on 2016/09/14 by Ben.Marsh
UnrealVS: Few fixes to single-file compile command.
* All documents are now saved before compile starts.
* Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler.
* Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects)
Change 3125437 on 2016/09/14 by Ben.Marsh
UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first.
[CL 3126342 by Ben Marsh in Main branch]
2016-09-15 08:33:13 -04:00
case VCProjectFileFormat . VisualStudio2017 :
SolutionOptionsFileName = FileReference . Combine ( MasterProjectPath , ".vs" , Path . GetFileNameWithoutExtension ( SolutionFileName ) , "v15" , ".suo" ) ;
break ;
default :
throw new BuildException ( "Unsupported Visual Studio version" ) ;
2015-05-05 15:32:10 -04:00
}
2014-08-14 16:23:28 -04:00
2014-12-10 11:57:57 -05:00
// Check it doesn't exist before overwriting it. Since these files store the user's preferences, it'd be bad form to overwrite them.
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
if ( ! FileReference . Exists ( SolutionOptionsFileName ) )
2014-12-10 11:57:57 -05:00
{
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
DirectoryReference . CreateDirectory ( SolutionOptionsFileName . Directory ) ;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3125471)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3105904 on 2016/08/30 by Ben.Marsh
PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist)
Change 3105974 on 2016/08/30 by Ben.Marsh
PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans)
Change 3106035 on 2016/08/30 by Ben.Marsh
PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans)
Change 3106172 on 2016/08/30 by Ben.Marsh
UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line.
#codreview Maciej.Mroz
Change 3107642 on 2016/08/31 by Matthew.Griffin
More Monolithic editor fixes
Fixed IMPLEMENT_MODULE macros with incorrect module name
Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD
Fixed NiagaraConstants so that they can be used in multiple modules
Change 3107808 on 2016/08/31 by Matthew.Griffin
Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate
Change 3111527 on 2016/09/02 by Matthew.Griffin
Duplicating CL#3111524 from Release-4.13 stream
Including Documentation/Extras in installed build
Change 3117683 on 2016/09/08 by Ben.Marsh
PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus)
Change 3119707 on 2016/09/09 by Ben.Marsh
UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files.
Change 3120824 on 2016/09/12 by Ben.Marsh
UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80.
Change 3120996 on 2016/09/12 by Ben.Marsh
Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line.
#jira UE-35659
Change 3121353 on 2016/09/12 by Ben.Marsh
Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies).
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3123144 on 2016/09/13 by Ben.Marsh
BuildGraph: Fix exception due to mismatched argument lists.
Change 3123160 on 2016/09/13 by Ben.Marsh
Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc.
Change 3123211 on 2016/09/13 by Ben.Marsh
UBT: Fix exception writing a version manifest if the output directory does not exist.
Change 3125300 on 2016/09/14 by Ben.Marsh
UnrealVS: Few fixes to single-file compile command.
* All documents are now saved before compile starts.
* Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler.
* Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects)
Change 3125437 on 2016/09/14 by Ben.Marsh
UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first.
[CL 3126342 by Ben Marsh in Main branch]
2016-09-15 08:33:13 -04:00
2014-12-10 11:57:57 -05:00
VCSolutionOptions Options = new VCSolutionOptions ( ) ;
// Set the default configuration and startup project
VCSolutionConfigCombination DefaultConfig = SolutionConfigCombinations . Find ( x = > x . Configuration = = UnrealTargetConfiguration . Development & & x . Platform = = UnrealTargetPlatform . Win64 & & x . TargetConfigurationName = = "Editor" ) ;
if ( DefaultConfig ! = null )
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{
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List < VCBinarySetting > Settings = new List < VCBinarySetting > ( ) ;
Settings . Add ( new VCBinarySetting ( "ActiveCfg" , DefaultConfig . VCSolutionConfigAndPlatformName ) ) ;
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if ( DefaultProject ! = null )
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{
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Settings . Add ( new VCBinarySetting ( "StartupProject" , ( ( MSBuildProjectFile ) DefaultProject ) . ProjectGUID . ToString ( "B" ) ) ) ;
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}
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Options . SetConfiguration ( Settings ) ;
}
// Mark all the projects as closed by default, apart from the startup project
VCSolutionExplorerState ExplorerState = new VCSolutionExplorerState ( ) ;
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foreach ( ProjectFile ProjectFile in AllProjectFiles )
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{
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string ProjectName = ProjectFile . ProjectFilePath . GetFileNameWithoutExtension ( ) ;
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if ( ProjectFile = = DefaultProject )
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{
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ExplorerState . OpenProjects . Add ( new Tuple < string , string [ ] > ( ProjectName , new string [ ] { ProjectName } ) ) ;
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}
else
{
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ExplorerState . OpenProjects . Add ( new Tuple < string , string [ ] > ( ProjectName , new string [ ] { } ) ) ;
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}
}
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if ( IncludeEnginePrograms )
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{
ExplorerState . OpenProjects . Add ( new Tuple < string , string [ ] > ( "Automation" , new string [ 0 ] ) ) ;
}
Options . SetExplorerState ( ExplorerState ) ;
// Write the file
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if ( Options . Sections . Count > 0 )
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{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3125471)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3105904 on 2016/08/30 by Ben.Marsh
PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist)
Change 3105974 on 2016/08/30 by Ben.Marsh
PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans)
Change 3106035 on 2016/08/30 by Ben.Marsh
PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans)
Change 3106172 on 2016/08/30 by Ben.Marsh
UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line.
#codreview Maciej.Mroz
Change 3107642 on 2016/08/31 by Matthew.Griffin
More Monolithic editor fixes
Fixed IMPLEMENT_MODULE macros with incorrect module name
Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD
Fixed NiagaraConstants so that they can be used in multiple modules
Change 3107808 on 2016/08/31 by Matthew.Griffin
Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate
Change 3111527 on 2016/09/02 by Matthew.Griffin
Duplicating CL#3111524 from Release-4.13 stream
Including Documentation/Extras in installed build
Change 3117683 on 2016/09/08 by Ben.Marsh
PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus)
Change 3119707 on 2016/09/09 by Ben.Marsh
UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files.
Change 3120824 on 2016/09/12 by Ben.Marsh
UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80.
Change 3120996 on 2016/09/12 by Ben.Marsh
Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line.
#jira UE-35659
Change 3121353 on 2016/09/12 by Ben.Marsh
Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies).
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3123144 on 2016/09/13 by Ben.Marsh
BuildGraph: Fix exception due to mismatched argument lists.
Change 3123160 on 2016/09/13 by Ben.Marsh
Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc.
Change 3123211 on 2016/09/13 by Ben.Marsh
UBT: Fix exception writing a version manifest if the output directory does not exist.
Change 3125300 on 2016/09/14 by Ben.Marsh
UnrealVS: Few fixes to single-file compile command.
* All documents are now saved before compile starts.
* Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler.
* Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects)
Change 3125437 on 2016/09/14 by Ben.Marsh
UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first.
[CL 3126342 by Ben Marsh in Main branch]
2016-09-15 08:33:13 -04:00
Options . Write ( SolutionOptionsFileName . FullName ) ;
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}
}
}
return bSuccess ;
}
/// <summary>
/// Takes a string and "cleans it up" to make it parsable by the Visual Studio source control provider's file format
/// </summary>
/// <param name="Str">String to clean up</param>
/// <returns>The cleaned up string</returns>
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public string CleanupStringForSCC ( string Str )
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{
Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string Cleaned = Str ;
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// SCC is expecting paths to contain only double-backslashes for path separators. It's a bit weird but we need to do it.
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Cleaned = Cleaned . Replace ( Path . DirectorySeparatorChar . ToString ( ) , Path . DirectorySeparatorChar . ToString ( ) + Path . DirectorySeparatorChar . ToString ( ) ) ;
Cleaned = Cleaned . Replace ( Path . AltDirectorySeparatorChar . ToString ( ) , Path . DirectorySeparatorChar . ToString ( ) + Path . DirectorySeparatorChar . ToString ( ) ) ;
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// SCC is expecting not to see spaces in these strings, so we'll replace spaces with "\u0020"
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Cleaned = Cleaned . Replace ( " " , "\\u0020" ) ;
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return Cleaned ;
}
}
}