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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "Misc/App.h"
#include "Misc/OutputDeviceError.h"
#include "Templates/ScopedPointer.h"
#include "LaunchEngineLoop.h"
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
THIRD_PARTY_INCLUDES_START
#include <SDL.h>
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
THIRD_PARTY_INCLUDES_END
#if PLATFORM_HTML5_BROWSER
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
THIRD_PARTY_INCLUDES_START
#include <emscripten/emscripten.h>
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
#include <emscripten/trace.h>
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
THIRD_PARTY_INCLUDES_END
#else
// SDL defines main to be SDL_main and expects you to use SDLmain. We don't.
#undef main
#endif
DEFINE_LOG_CATEGORY_STATIC(LogHTML5Launch, Log, All);
#include <string.h>
FEngineLoop GEngineLoop;
TCHAR GCmdLine[2048];
#if PLATFORM_HTML5_WIN32
#include "DLL/LoadDLL.h"
#endif
void HTML5_Tick()
{
static uint32 FrameCount = 1;
char Buf[128];
sprintf(Buf, "Frame %u", FrameCount);
emscripten_trace_record_frame_start();
emscripten_trace_enter_context(Buf);
GEngineLoop.Tick();
emscripten_trace_exit_context();
emscripten_trace_record_frame_end();
// Assuming 60fps, log out the memory report. This isn't important to be
// exactly every second, it just needs done periodically
if (FrameCount % 60 == 0)
{
emscripten_trace_report_memory_layout();
}
++FrameCount;
}
void HTML5_Init ()
{
emscripten_trace_record_frame_start();
// initialize the engine
UE_LOG(LogTemp,Display,TEXT("PreInit Start"));
emscripten_trace_enter_context("PreInit");
GEngineLoop.PreInit(0, NULL, GCmdLine);
emscripten_trace_exit_context();
UE_LOG(LogHTML5Launch,Display,TEXT("PreInit Complete"));
UE_LOG(LogHTML5Launch,Display,TEXT("Init Start"));
emscripten_trace_enter_context("Init");
GEngineLoop.Init();
emscripten_trace_exit_context();
UE_LOG(LogHTML5Launch,Display,TEXT("Init Complete"));
emscripten_trace_record_frame_end();
#if PLATFORM_HTML5_WIN32
while (!GIsRequestingExit)
{
HTML5_Tick();
}
#else
emscripten_set_main_loop(HTML5_Tick, 0, true);
#endif
}
class FHTML5Exec : private FSelfRegisteringExec
{
public:
FHTML5Exec()
{}
/** Console commands **/
virtual bool Exec( UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar ) override
{
if (FParse::Command(&Cmd, TEXT("em_trace_close")))
{
emscripten_trace_exit_context();//"main");
emscripten_trace_close();
return true;
}
return false;
}
};
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3173153 on 2016/10/25 by Graeme.Thornton Pak signing changes - Integrated into EDL loader - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup. Change 3173531 on 2016/10/25 by Steven.Hutton Removing unused j query packages. Change 3174743 on 2016/10/26 by Gil.Gribb UE4 - fixed COTF with EDL Change 3177896 on 2016/10/28 by Steve.Robb TSharedPtr and TSharedRef aliasing constructors. Removal of static_asserts for TSharedPtr<UObject>. Change 3180343 on 2016/10/31 by Steve.Robb Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741. Change 3181382 on 2016/11/01 by Steve.Robb Visual Studio debugger visualizers for delegates. Change 3182738 on 2016/11/02 by Graeme.Thornton Re-enable signed archive reader so non-pakpreacher based reads still get signature checked Change 3183420 on 2016/11/02 by Steve.Robb Fix to TIsZeroConstructType for TScriptDelegate. Change 3184872 on 2016/11/03 by Robert.Manuszewski Fixing memory stomps in SSL certificate initialization (found with mallocstomp) Change 3184873 on 2016/11/03 by Robert.Manuszewski Adding thread safety checks to async loading code Change 3185535 on 2016/11/03 by Ben.Zeigler Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components. Change 3186636 on 2016/11/04 by Graeme.Thornton AES encryption integrated into EDL system Pak signing and AES encryption now configurable by ini files rather than magical text files Change 3186637 on 2016/11/04 by Graeme.Thornton Configured pak signing and encryption in ShooterGame for reference Change 3186639 on 2016/11/04 by Graeme.Thornton Encryption changes for Orion * Move pak signing keys into new INI format * Add AES key and enable INI file encryption Change 3186661 on 2016/11/04 by Graeme.Thornton Change unrealpak command line params to accept AES key as a separete parameter Change 3186670 on 2016/11/04 by Robert.Manuszewski Adding a null check before using a package pointer in Linker code #jira UE-38237 Change 3186775 on 2016/11/04 by Graeme.Thornton Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler - PS4 and Mac fixes. Other platforms might need fixing too! Change 3186823 on 2016/11/04 by Graeme.Thornton Fixed an incorrect size check in the EDL pak signing code Change 3186925 on 2016/11/04 by Graeme.Thornton Allow UnrealPak to read encryption settings from project ini files Change 3189885 on 2016/11/08 by Graeme.Thornton Static analysis warning fix Change 3190015 on 2016/11/08 by Robert.Manuszewski Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread Change 3190253 on 2016/11/08 by Chris.Wood Improved MDD performance for on the CR server. [UE-37566] - Improve MDD performance on CR server Blocked MDD init'ing the crash handling code as it isn't desirable on the server. Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper. Change 3192993 on 2016/11/10 by Robert.Manuszewski Thread Heartbeat will no longer report the same hang multiple times. Change 3193111 on 2016/11/10 by Robert.Manuszewski Minor change in the condition that detects the same hangs - allow the same callstacks from different threads Change 3193168 on 2016/11/10 by Steve.Robb TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely. Change 3193171 on 2016/11/10 by Steve.Robb Easier debugging of FPendingRegistrantInfo map. Change 3193188 on 2016/11/10 by Steve.Robb TAutoPointer deprecated. Change 3193796 on 2016/11/10 by Graeme.Thornton Fix pak creation failure when no pak signing keys are supplied Change 3194524 on 2016/11/11 by Graeme.Thornton Another static analysis warning fix Change 3195119 on 2016/11/11 by Steve.Robb TAutoPtr deprecated. Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]). Some large headers moved into .cpp files. Change 3196582 on 2016/11/14 by Gil.Gribb UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3196878 on 2016/11/14 by Steve.Robb TScopedPointer deprecated. Change 3198061 on 2016/11/15 by Steve.Robb Class array is no longer regenerated when saving UClasses. Change 3198065 on 2016/11/15 by Robert.Manuszewski Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread. Change 3198199 on 2016/11/15 by Robert.Manuszewski Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed. Change 3199954 on 2016/11/16 by Graeme.Thornton Removing USING_SIGNED_CONTENT Change 3200221 on 2016/11/16 by Chris.Wood CrashReportProcess code cleanup - removing unused using directives Change 3200232 on 2016/11/16 by Chris.Wood Multiple CrashReportProcess updates and improvements (CRP v1.2.6) UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives InvalidCrashReports now saved to S3 instead of local folder Removed option tosync MinidumpDiagnostics from Perforce Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing) Added improved logging to Slack with option to monitor MDD performance Added hourly log folders to MDD logs Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures) Change 3200382 on 2016/11/16 by Robert.Manuszewski Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists). Change 3200562 on 2016/11/16 by Gil.Gribb UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication. Change 3201093 on 2016/11/16 by Ben.Zeigler #UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only. Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only. Change 3201736 on 2016/11/17 by Steve.Robb Strtoi64 platform and TCString functions. #fyi robert.manuszewski Change 3201938 on 2016/11/17 by Ben.Woodhouse Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future. Commandline: p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp #fyi robert.manuszewski Change 3203757 on 2016/11/18 by Robert.Manuszewski Removing debug code from async loading code. Change 3203927 on 2016/11/18 by Robert.Manuszewski Fixing comments in the async loading code. Change 3204851 on 2016/11/18 by Steve.Robb Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value. Change 3204854 on 2016/11/18 by Steve.Robb UEnumProperty. Change 3205027 on 2016/11/18 by Ben.Zeigler Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr Add Get() to TSubclassOf so it matches our other wrappers Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf Change 3206334 on 2016/11/21 by Ben.Zeigler #UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries #UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient. Cook finishes but game is still crashing in some cases, so I might adjust this after other testing Change 3206353 on 2016/11/21 by Ben.Zeigler Fix EnumProperty to handle EDL preload dependencies properly Change 3206625 on 2016/11/21 by Ben.Zeigler Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient Change 3206937 on 2016/11/21 by Ben.Zeigler #jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer Correctly save enum tag for enum properties, it was being set but not serialized Change 3207002 on 2016/11/21 by Ben.Zeigler #jira UE-38799 Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed. Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future. If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time. We should generally outlaw non-transient objects with transient outers, it does not do what people expect. Change 3207032 on 2016/11/21 by Ben.Zeigler #jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do [CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
static TUniquePtr<FHTML5Exec> GHTML5Exec;
int main(int argc, char* argv[])
{
UE_LOG(LogHTML5Launch,Display,TEXT("Starting UE4 ... %s\n"), GCmdLine);
#if PLATFORM_HTML5_WIN32
// load the delay load DLLs
HTML5Win32::LoadANGLE(TCHAR_TO_ANSI(*FPaths::EngineDir()));
HTML5Win32::LoadPhysXDLL (TCHAR_TO_ANSI(*FPaths::EngineDir()));
HTML5Win32::LoadOpenAL(TCHAR_TO_ANSI(*FPaths::EngineDir()));
#endif
// TODO: configure this via the command line?
emscripten_trace_configure("http://127.0.0.1:5000/", "UE4Game");
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3173153 on 2016/10/25 by Graeme.Thornton Pak signing changes - Integrated into EDL loader - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup. Change 3173531 on 2016/10/25 by Steven.Hutton Removing unused j query packages. Change 3174743 on 2016/10/26 by Gil.Gribb UE4 - fixed COTF with EDL Change 3177896 on 2016/10/28 by Steve.Robb TSharedPtr and TSharedRef aliasing constructors. Removal of static_asserts for TSharedPtr<UObject>. Change 3180343 on 2016/10/31 by Steve.Robb Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741. Change 3181382 on 2016/11/01 by Steve.Robb Visual Studio debugger visualizers for delegates. Change 3182738 on 2016/11/02 by Graeme.Thornton Re-enable signed archive reader so non-pakpreacher based reads still get signature checked Change 3183420 on 2016/11/02 by Steve.Robb Fix to TIsZeroConstructType for TScriptDelegate. Change 3184872 on 2016/11/03 by Robert.Manuszewski Fixing memory stomps in SSL certificate initialization (found with mallocstomp) Change 3184873 on 2016/11/03 by Robert.Manuszewski Adding thread safety checks to async loading code Change 3185535 on 2016/11/03 by Ben.Zeigler Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components. Change 3186636 on 2016/11/04 by Graeme.Thornton AES encryption integrated into EDL system Pak signing and AES encryption now configurable by ini files rather than magical text files Change 3186637 on 2016/11/04 by Graeme.Thornton Configured pak signing and encryption in ShooterGame for reference Change 3186639 on 2016/11/04 by Graeme.Thornton Encryption changes for Orion * Move pak signing keys into new INI format * Add AES key and enable INI file encryption Change 3186661 on 2016/11/04 by Graeme.Thornton Change unrealpak command line params to accept AES key as a separete parameter Change 3186670 on 2016/11/04 by Robert.Manuszewski Adding a null check before using a package pointer in Linker code #jira UE-38237 Change 3186775 on 2016/11/04 by Graeme.Thornton Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler - PS4 and Mac fixes. Other platforms might need fixing too! Change 3186823 on 2016/11/04 by Graeme.Thornton Fixed an incorrect size check in the EDL pak signing code Change 3186925 on 2016/11/04 by Graeme.Thornton Allow UnrealPak to read encryption settings from project ini files Change 3189885 on 2016/11/08 by Graeme.Thornton Static analysis warning fix Change 3190015 on 2016/11/08 by Robert.Manuszewski Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread Change 3190253 on 2016/11/08 by Chris.Wood Improved MDD performance for on the CR server. [UE-37566] - Improve MDD performance on CR server Blocked MDD init'ing the crash handling code as it isn't desirable on the server. Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper. Change 3192993 on 2016/11/10 by Robert.Manuszewski Thread Heartbeat will no longer report the same hang multiple times. Change 3193111 on 2016/11/10 by Robert.Manuszewski Minor change in the condition that detects the same hangs - allow the same callstacks from different threads Change 3193168 on 2016/11/10 by Steve.Robb TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely. Change 3193171 on 2016/11/10 by Steve.Robb Easier debugging of FPendingRegistrantInfo map. Change 3193188 on 2016/11/10 by Steve.Robb TAutoPointer deprecated. Change 3193796 on 2016/11/10 by Graeme.Thornton Fix pak creation failure when no pak signing keys are supplied Change 3194524 on 2016/11/11 by Graeme.Thornton Another static analysis warning fix Change 3195119 on 2016/11/11 by Steve.Robb TAutoPtr deprecated. Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]). Some large headers moved into .cpp files. Change 3196582 on 2016/11/14 by Gil.Gribb UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game. Change 3196878 on 2016/11/14 by Steve.Robb TScopedPointer deprecated. Change 3198061 on 2016/11/15 by Steve.Robb Class array is no longer regenerated when saving UClasses. Change 3198065 on 2016/11/15 by Robert.Manuszewski Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread. Change 3198199 on 2016/11/15 by Robert.Manuszewski Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed. Change 3199954 on 2016/11/16 by Graeme.Thornton Removing USING_SIGNED_CONTENT Change 3200221 on 2016/11/16 by Chris.Wood CrashReportProcess code cleanup - removing unused using directives Change 3200232 on 2016/11/16 by Chris.Wood Multiple CrashReportProcess updates and improvements (CRP v1.2.6) UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives InvalidCrashReports now saved to S3 instead of local folder Removed option tosync MinidumpDiagnostics from Perforce Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing) Added improved logging to Slack with option to monitor MDD performance Added hourly log folders to MDD logs Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures) Change 3200382 on 2016/11/16 by Robert.Manuszewski Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists). Change 3200562 on 2016/11/16 by Gil.Gribb UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication. Change 3201093 on 2016/11/16 by Ben.Zeigler #UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only. Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only. Change 3201736 on 2016/11/17 by Steve.Robb Strtoi64 platform and TCString functions. #fyi robert.manuszewski Change 3201938 on 2016/11/17 by Ben.Woodhouse Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future. Commandline: p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp #fyi robert.manuszewski Change 3203757 on 2016/11/18 by Robert.Manuszewski Removing debug code from async loading code. Change 3203927 on 2016/11/18 by Robert.Manuszewski Fixing comments in the async loading code. Change 3204851 on 2016/11/18 by Steve.Robb Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value. Change 3204854 on 2016/11/18 by Steve.Robb UEnumProperty. Change 3205027 on 2016/11/18 by Ben.Zeigler Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr Add Get() to TSubclassOf so it matches our other wrappers Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf Change 3206334 on 2016/11/21 by Ben.Zeigler #UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries #UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient. Cook finishes but game is still crashing in some cases, so I might adjust this after other testing Change 3206353 on 2016/11/21 by Ben.Zeigler Fix EnumProperty to handle EDL preload dependencies properly Change 3206625 on 2016/11/21 by Ben.Zeigler Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient Change 3206937 on 2016/11/21 by Ben.Zeigler #jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer Correctly save enum tag for enum properties, it was being set but not serialized Change 3207002 on 2016/11/21 by Ben.Zeigler #jira UE-38799 Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed. Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future. If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time. We should generally outlaw non-transient objects with transient outers, it does not do what people expect. Change 3207032 on 2016/11/21 by Ben.Zeigler #jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do [CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
GHTML5Exec = MakeUnique<FHTML5Exec>();
emscripten_trace_enter_context("main");
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_NOPARACHUTE);
GCmdLine[0] = 0;
// to-do use Platform Str functions.
FCString::Strcpy(GCmdLine, TEXT(" "));
for (int Option = 1; Option < argc; Option++)
{
FCString::Strcat(GCmdLine, TEXT(" "));
FCString::Strcat(GCmdLine, ANSI_TO_TCHAR(argv[Option]));
}
UE_LOG(LogHTML5Launch,Display,TEXT("Command line: %s\n"), GCmdLine);
HTML5_Init();
return 0;
}
void EmptyLinkFunctionForStaticInitializationHTML5Win32(void) {}