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UnrealEngineUWP/Engine/Source/Runtime/Projects/Private/PluginDescriptor.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "PluginDescriptor.h"
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 "Misc/FileHelper.h"
#include "Serialization/JsonReader.h"
#include "Serialization/JsonSerializer.h"
#include "ProjectDescriptor.h"
#define LOCTEXT_NAMESPACE "PluginDescriptor"
FPluginDescriptor::FPluginDescriptor()
: FileVersion(EPluginDescriptorVersion::Latest)
, Version(0)
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3284872 on 2017/02/03 by Graeme.Thornton Seperate pak cache granularity from pak signing chunk size Change 3285765 on 2017/02/03 by Graeme.Thornton Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread #jira UE-41478 Change 3286913 on 2017/02/04 by Ben.Marsh IncludeTool: Merging fixes. * Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead. * Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation. Change 3287100 on 2017/02/05 by Ben.Marsh UBT: Move platform settings into platform-specific TargetRules objects. Change 3287106 on 2017/02/05 by Ben.Marsh Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information. Change 3287398 on 2017/02/06 by Steve.Robb Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together. Change 3287399 on 2017/02/06 by Steve.Robb Log verbosities made more readable in the debugger. Change 3287410 on 2017/02/06 by Steve.Robb Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all. #fyi marc.audy Change 3288020 on 2017/02/06 by Ben.Marsh Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly. Change 3291817 on 2017/02/08 by Steve.Robb New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools. Change 3292090 on 2017/02/08 by Graeme.Thornton Crash fix - don't update font engine services if it was never created #jira UE-33953 Change 3292993 on 2017/02/08 by Ben.Marsh Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH) Change 3293231 on 2017/02/08 by Ben.Marsh BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed. Change 3294213 on 2017/02/09 by Ben.Marsh EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty. Change 3294753 on 2017/02/09 by Ben.Zeigler #jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated Change 3296070 on 2017/02/09 by Ben.Zeigler Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction. Change 3296420 on 2017/02/10 by Graeme.Thornton Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed Refactored encryption and signing key access in unrealpak to make it easier to use Change 3296609 on 2017/02/10 by Ben.Marsh BuildGraph: Fix error running the <Copy> task with an empty "From" argument. * FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator) * FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory. Change 3297440 on 2017/02/10 by Ben.Marsh UBT: Move the FileFilter class into UnrealBuildTool. Change 3297725 on 2017/02/10 by Ben.Zeigler #jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both. Clean up a lot of confusingly named and broken functions on UEnum: #jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings #jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions Delete some now redundant enum editor code and pipe everything through UEnum Change 3297979 on 2017/02/10 by Ben.Zeigler Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior Change 3298299 on 2017/02/10 by Steve.Robb TTuple improvements: - equality comparable - serializable - in the correct folder 2-tuples are specialized to be syntactically compatible with both TPair and TTuple. TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer. #fyi robert.manuszewski,ben.marsh Change 3298460 on 2017/02/11 by Ben.Marsh UGS: Set the correct result from running custom tasks. Change 3298462 on 2017/02/11 by Ben.Marsh UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated. Change 3299447 on 2017/02/13 by Graeme.Thornton Fix AES and pak signing key embedding for content only projects - Force temp target when any keys are specified by project config Change 3299649 on 2017/02/13 by Steve.Robb PLATFORM_HAS_DEFAULTED_OPERATORS fixed. Other obsolete compiler switches removed. Change 3299787 on 2017/02/13 by Steve.Robb IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization. #fyi robert.manuszewski Change 3300576 on 2017/02/13 by Ben.Marsh EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter. Change 3300600 on 2017/02/13 by Ben.Marsh EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces. Change 3300624 on 2017/02/13 by Ben.Marsh Switch incremental builds for all streams to start up on the incremental agent. Change 3302134 on 2017/02/14 by Steve.Robb UnrealCodeAnalyzer removed. #fyi ben.marsh,robert.manuszewski Change 3302639 on 2017/02/14 by Ben.Zeigler Fix crash cooking odin with default command line #jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified Change 3303002 on 2017/02/14 by Ben.Zeigler #jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level #jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway Fix it so -cooksinglepackage works properly again and excludes localization and startup packages Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate Change 3303084 on 2017/02/14 by Ben.Zeigler Attempt to get Nativization and EDL working without warnings Change 3305153 on 2017/02/15 by Ben.Zeigler Fix Fortnite and Orion cook, I don't understand why this passed my local testing Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning Change 3305959 on 2017/02/16 by Gil.Gribb UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms. Change 3306159 on 2017/02/16 by Ben.Marsh Fix path to target binaries when building non-monolithic in a unique build environment. Change 3306584 on 2017/02/16 by Steve.Robb UEnum internal functions renamed from Index to Value. GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values. #fyi ben.zeigler Change 3307836 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually Fixes lighting in Infiltrator demo Change 3307929 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Second half of matinee redirector fix Change 3308840 on 2017/02/17 by Matthew.Griffin Reimplementing CL#3305808 from 4.15 Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases) Change 3309115 on 2017/02/17 by Ben.Marsh Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead. Change 3309120 on 2017/02/17 by Ben.Marsh Fix support for creating modular builds which don't use the shared build environment. Change 3309125 on 2017/02/17 by Ben.Marsh Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator. Change 3309128 on 2017/02/17 by Ben.Marsh Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces. Change 3309131 on 2017/02/17 by Ben.Marsh Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again. Change 3309140 on 2017/02/17 by Ben.Marsh UAT: Fix exception moving a file from one location to another if the target directory does not exist. Change 3309212 on 2017/02/17 by Ben.Marsh Fixes/improvements for mod editor and code mods: * A separate top-level project is generated for each code mod in the Visual Studio solution. * Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods. * Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds. * Plugin browser now includes a separate category for mods. * Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings. Change 3309231 on 2017/02/17 by Steve.Robb Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<. #jira UE-42052 Change 3309248 on 2017/02/17 by Ben.Marsh Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true. Change 3309257 on 2017/02/17 by Ben.Marsh Prevent game binaries from being renamed for hot reload when working with installed projects. Change 3309355 on 2017/02/17 by Steven.Hutton Changes to make the website compatible with the new database changes. Change 3309371 on 2017/02/17 by Ben.Marsh Fix exception on shutdown when running asset registry with threads disabled. #jira UE-41951 Change 3309389 on 2017/02/17 by Ben.Zeigler #jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node Change 3309570 on 2017/02/17 by Gil.Gribb UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4. Change 3310039 on 2017/02/17 by Ben.Marsh BuildGraph: Prevent exception when trying to delete a file that does not exist. Change 3311484 on 2017/02/20 by Chris.Wood CrashReportProcess crash add retry logic improvements (CRP v1.2.16) Change 3311600 on 2017/02/20 by Matthew.Griffin Updated StripSymbols functions so that all platforms can deal with the source and target file being the same Change 3311675 on 2017/02/20 by Steve.Robb FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack. Change 3311893 on 2017/02/20 by Ben.Marsh UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines. Change 3313966 on 2017/02/21 by Ben.Marsh Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too. Change 3314398 on 2017/02/21 by Ben.Zeigler #jira UE-42212 Fix shutdown of AnimGraph module to be safer [CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
, CompatibleChangelist(0)
, bEnabledByDefault(false)
, bCanContainContent(false)
, bIsBetaVersion(false)
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3284872 on 2017/02/03 by Graeme.Thornton Seperate pak cache granularity from pak signing chunk size Change 3285765 on 2017/02/03 by Graeme.Thornton Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread #jira UE-41478 Change 3286913 on 2017/02/04 by Ben.Marsh IncludeTool: Merging fixes. * Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead. * Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation. Change 3287100 on 2017/02/05 by Ben.Marsh UBT: Move platform settings into platform-specific TargetRules objects. Change 3287106 on 2017/02/05 by Ben.Marsh Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information. Change 3287398 on 2017/02/06 by Steve.Robb Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together. Change 3287399 on 2017/02/06 by Steve.Robb Log verbosities made more readable in the debugger. Change 3287410 on 2017/02/06 by Steve.Robb Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all. #fyi marc.audy Change 3288020 on 2017/02/06 by Ben.Marsh Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly. Change 3291817 on 2017/02/08 by Steve.Robb New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools. Change 3292090 on 2017/02/08 by Graeme.Thornton Crash fix - don't update font engine services if it was never created #jira UE-33953 Change 3292993 on 2017/02/08 by Ben.Marsh Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH) Change 3293231 on 2017/02/08 by Ben.Marsh BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed. Change 3294213 on 2017/02/09 by Ben.Marsh EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty. Change 3294753 on 2017/02/09 by Ben.Zeigler #jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated Change 3296070 on 2017/02/09 by Ben.Zeigler Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction. Change 3296420 on 2017/02/10 by Graeme.Thornton Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed Refactored encryption and signing key access in unrealpak to make it easier to use Change 3296609 on 2017/02/10 by Ben.Marsh BuildGraph: Fix error running the <Copy> task with an empty "From" argument. * FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator) * FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory. Change 3297440 on 2017/02/10 by Ben.Marsh UBT: Move the FileFilter class into UnrealBuildTool. Change 3297725 on 2017/02/10 by Ben.Zeigler #jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both. Clean up a lot of confusingly named and broken functions on UEnum: #jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings #jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions Delete some now redundant enum editor code and pipe everything through UEnum Change 3297979 on 2017/02/10 by Ben.Zeigler Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior Change 3298299 on 2017/02/10 by Steve.Robb TTuple improvements: - equality comparable - serializable - in the correct folder 2-tuples are specialized to be syntactically compatible with both TPair and TTuple. TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer. #fyi robert.manuszewski,ben.marsh Change 3298460 on 2017/02/11 by Ben.Marsh UGS: Set the correct result from running custom tasks. Change 3298462 on 2017/02/11 by Ben.Marsh UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated. Change 3299447 on 2017/02/13 by Graeme.Thornton Fix AES and pak signing key embedding for content only projects - Force temp target when any keys are specified by project config Change 3299649 on 2017/02/13 by Steve.Robb PLATFORM_HAS_DEFAULTED_OPERATORS fixed. Other obsolete compiler switches removed. Change 3299787 on 2017/02/13 by Steve.Robb IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization. #fyi robert.manuszewski Change 3300576 on 2017/02/13 by Ben.Marsh EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter. Change 3300600 on 2017/02/13 by Ben.Marsh EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces. Change 3300624 on 2017/02/13 by Ben.Marsh Switch incremental builds for all streams to start up on the incremental agent. Change 3302134 on 2017/02/14 by Steve.Robb UnrealCodeAnalyzer removed. #fyi ben.marsh,robert.manuszewski Change 3302639 on 2017/02/14 by Ben.Zeigler Fix crash cooking odin with default command line #jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified Change 3303002 on 2017/02/14 by Ben.Zeigler #jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level #jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway Fix it so -cooksinglepackage works properly again and excludes localization and startup packages Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate Change 3303084 on 2017/02/14 by Ben.Zeigler Attempt to get Nativization and EDL working without warnings Change 3305153 on 2017/02/15 by Ben.Zeigler Fix Fortnite and Orion cook, I don't understand why this passed my local testing Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning Change 3305959 on 2017/02/16 by Gil.Gribb UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms. Change 3306159 on 2017/02/16 by Ben.Marsh Fix path to target binaries when building non-monolithic in a unique build environment. Change 3306584 on 2017/02/16 by Steve.Robb UEnum internal functions renamed from Index to Value. GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values. #fyi ben.zeigler Change 3307836 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually Fixes lighting in Infiltrator demo Change 3307929 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Second half of matinee redirector fix Change 3308840 on 2017/02/17 by Matthew.Griffin Reimplementing CL#3305808 from 4.15 Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases) Change 3309115 on 2017/02/17 by Ben.Marsh Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead. Change 3309120 on 2017/02/17 by Ben.Marsh Fix support for creating modular builds which don't use the shared build environment. Change 3309125 on 2017/02/17 by Ben.Marsh Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator. Change 3309128 on 2017/02/17 by Ben.Marsh Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces. Change 3309131 on 2017/02/17 by Ben.Marsh Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again. Change 3309140 on 2017/02/17 by Ben.Marsh UAT: Fix exception moving a file from one location to another if the target directory does not exist. Change 3309212 on 2017/02/17 by Ben.Marsh Fixes/improvements for mod editor and code mods: * A separate top-level project is generated for each code mod in the Visual Studio solution. * Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods. * Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds. * Plugin browser now includes a separate category for mods. * Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings. Change 3309231 on 2017/02/17 by Steve.Robb Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<. #jira UE-42052 Change 3309248 on 2017/02/17 by Ben.Marsh Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true. Change 3309257 on 2017/02/17 by Ben.Marsh Prevent game binaries from being renamed for hot reload when working with installed projects. Change 3309355 on 2017/02/17 by Steven.Hutton Changes to make the website compatible with the new database changes. Change 3309371 on 2017/02/17 by Ben.Marsh Fix exception on shutdown when running asset registry with threads disabled. #jira UE-41951 Change 3309389 on 2017/02/17 by Ben.Zeigler #jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node Change 3309570 on 2017/02/17 by Gil.Gribb UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4. Change 3310039 on 2017/02/17 by Ben.Marsh BuildGraph: Prevent exception when trying to delete a file that does not exist. Change 3311484 on 2017/02/20 by Chris.Wood CrashReportProcess crash add retry logic improvements (CRP v1.2.16) Change 3311600 on 2017/02/20 by Matthew.Griffin Updated StripSymbols functions so that all platforms can deal with the source and target file being the same Change 3311675 on 2017/02/20 by Steve.Robb FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack. Change 3311893 on 2017/02/20 by Ben.Marsh UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines. Change 3313966 on 2017/02/21 by Ben.Marsh Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too. Change 3314398 on 2017/02/21 by Ben.Zeigler #jira UE-42212 Fix shutdown of AnimGraph module to be safer [CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
, bIsMod(false)
, bInstalled(false)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2826201 on 2016/01/13 by Zabir.Hoque Add more verbose logging to try to understand #OR-11297 #lockdown Andrew.Grant #CodeReview Marcus.Wassmer #RB none #TESTS compiled Win64 debug editor, ran agora_p Change 2826170 on 2016/01/13 by Marcus.Wassmer Flush unloaded resource properly in LoadMap #codereview Gil.Gribb #rb none #test cycling game. memory is freed properly now. #lockdown Andrew.Grant Change 2826135 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General Change 2826131 on 2016/01/12 by Michael.Noland #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General Change 2826128 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main Change 2826116 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... #lockdown andrew.grant #codereview josh.markiewicz Change 2825772 on 2016/01/12 by Dmitry.Rekman Linux signal handling improvements. - Switch crash handlers to use "crash malloc" (preallocated memory) on crash. - Remove unnecessary memory allocations from graceful termination handler. #rb none #tests Run the Linux server and crashed it a few times. #codereview David.Vossel, Michael.Trepka Change 2825768 on 2016/01/12 by Josh.Markiewicz #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Change 2825703 on 2016/01/12 by Brian.Karis Switched on new motion blur. Set temporal AA sharpness to 1. #rb none #TESTS editor Change 2825689 on 2016/01/12 by Lina.Halper Fix for get animation notify crash https://jira.ol.epicgames.net/browse/OR-12248 https://jira.ol.epicgames.net/browse/OR-12348 - Also fixed the crash in preview of persona due to blend sample cache contains previous animation data - Also fixed blend space player to reinitialize cache data - The main issue is marker doesn't clamp the length, causing notifies ensure to trigger. #rb : Laurent.Delayen #tests: 10 Sparrows bot match for long time #code review: Martin.Wilson #lockdown: Andrew.Grant Change 2825680 on 2016/01/12 by Martin.Mittring fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading) #rb:Olaf.Piesche, David.Hill #test: PC, many cases Change 2825579 on 2016/01/12 by Chris.Bunner Force shadow shape bone indices on the required update list. #rb Lina.Halper, Rolando.Caloca #tests Editor #codereview Daniel.Wright #jira OR-12339 Change 2825443 on 2016/01/12 by Martin.Mittring
2016-01-14 08:11:47 -05:00
, bRequiresBuildPlatform(true)
{
}
Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //UE4/Orion-Staging @ 3134206) #lockdown Nick.Penwarden #rb none #codereview Andrew.Grant ========================== MAJOR FEATURES + CHANGES ========================== Change 2845744 on 2016/01/27 by Andrew.Grant Merging from //Orion/Dev-General @ 2845681 Change 2849210 on 2016/01/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2854307 on 2016/02/03 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2880059 on 2016/02/24 by Andrew.Grant Merging //Orion/Dev-General @ 2879808 Change 2891205 on 2016/03/02 by Andrew.Grant Merging //Orion/Dev-General @ 2889885 Change 2904080 on 2016/03/10 by Andrew.Grant Merging using //Orion/Dev-General @ 2902652 Change 2950235 on 2016/04/20 by Andrew.Grant Automerged files from Dev-General Change 2976227 on 2016/05/12 by Andrew.Grant Autoresolved files from using //Orion/Dev-General Change 3016193 on 2016/06/16 by Andrew.Grant Merging //Orion/Dev-General @ 3015761 Change 3033336 on 2016/06/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3037514 on 2016/07/05 by Andrew.Grant Merging from //Orion/Dev-General @ 3037465 Change 3091216 on 2016/08/16 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3107127 on 2016/08/30 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3129090 on 2016/09/16 by Andrew.Grant Autoresolved files from Dev-Gen @ 3130045 Change 3130536 on 2016/09/19 by Andrew.Grant To Resolve Change 3130537 on 2016/09/19 by Andrew.Grant Tricky merges? Change 3130810 on 2016/09/19 by Andrew.Grant Merging from //Orion/Dev-General @ 3130045 Change 3130880 on 2016/09/19 by Andrew.Grant Blueprint fix Change 3131009 on 2016/09/19 by Andrew.Grant removed spammy warning Change 3131216 on 2016/09/19 by Andrew.Grant Content fixes for Orion-Staging Change 3131700 on 2016/09/19 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) Change 3132144 on 2016/09/20 by Andrew.Grant Merging test framework work from Dev-General Change 3132154 on 2016/09/20 by Andrew.Grant Fix for linux client Change 3132179 on 2016/09/20 by Andrew.Grant Fixed breakages due to latest //UE4/Main Change 3132948 on 2016/09/20 by Andrew.Grant Fix for UE-36216 (replicating 3125764 from ForniteMain) Change 3133103 on 2016/09/20 by Andrew.Grant Added EpicCMSUIFramework and CommonUI to Fortnite plugin Change 3133327 on 2016/09/20 by Andrew.Grant Orion automation improvements Change 3133555 on 2016/09/20 by Andrew.Grant FIx for UE-36226 Change 3133996 on 2016/09/21 by Andrew.Grant REbuilt texture streaming Change 3134204 on 2016/09/21 by Andrew.Grant Merging audio files from Orion with correct compression settings Change 3134205 on 2016/09/21 by Andrew.Grant Fix for gameplay tag ordering from Orion, and fix for soak test report numbers Change 3134206 on 2016/09/21 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) [CL 3135156 by Marc Audy in Main branch]
2016-09-21 18:16:12 -04:00
bool FPluginDescriptor::Load(const FString& FileName, bool bPluginTypeEnabledByDefault, FText& OutFailReason)
{
// Read the file to a string
FString FileContents;
if (!FFileHelper::LoadFileToString(FileContents, *FileName))
{
OutFailReason = FText::Format(LOCTEXT("FailedToLoadDescriptorFile", "Failed to open descriptor file '{0}'"), FText::FromString(FileName));
return false;
}
// Parse it as a plug-in descriptor
Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //UE4/Orion-Staging @ 3134206) #lockdown Nick.Penwarden #rb none #codereview Andrew.Grant ========================== MAJOR FEATURES + CHANGES ========================== Change 2845744 on 2016/01/27 by Andrew.Grant Merging from //Orion/Dev-General @ 2845681 Change 2849210 on 2016/01/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2854307 on 2016/02/03 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2880059 on 2016/02/24 by Andrew.Grant Merging //Orion/Dev-General @ 2879808 Change 2891205 on 2016/03/02 by Andrew.Grant Merging //Orion/Dev-General @ 2889885 Change 2904080 on 2016/03/10 by Andrew.Grant Merging using //Orion/Dev-General @ 2902652 Change 2950235 on 2016/04/20 by Andrew.Grant Automerged files from Dev-General Change 2976227 on 2016/05/12 by Andrew.Grant Autoresolved files from using //Orion/Dev-General Change 3016193 on 2016/06/16 by Andrew.Grant Merging //Orion/Dev-General @ 3015761 Change 3033336 on 2016/06/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3037514 on 2016/07/05 by Andrew.Grant Merging from //Orion/Dev-General @ 3037465 Change 3091216 on 2016/08/16 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3107127 on 2016/08/30 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3129090 on 2016/09/16 by Andrew.Grant Autoresolved files from Dev-Gen @ 3130045 Change 3130536 on 2016/09/19 by Andrew.Grant To Resolve Change 3130537 on 2016/09/19 by Andrew.Grant Tricky merges? Change 3130810 on 2016/09/19 by Andrew.Grant Merging from //Orion/Dev-General @ 3130045 Change 3130880 on 2016/09/19 by Andrew.Grant Blueprint fix Change 3131009 on 2016/09/19 by Andrew.Grant removed spammy warning Change 3131216 on 2016/09/19 by Andrew.Grant Content fixes for Orion-Staging Change 3131700 on 2016/09/19 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) Change 3132144 on 2016/09/20 by Andrew.Grant Merging test framework work from Dev-General Change 3132154 on 2016/09/20 by Andrew.Grant Fix for linux client Change 3132179 on 2016/09/20 by Andrew.Grant Fixed breakages due to latest //UE4/Main Change 3132948 on 2016/09/20 by Andrew.Grant Fix for UE-36216 (replicating 3125764 from ForniteMain) Change 3133103 on 2016/09/20 by Andrew.Grant Added EpicCMSUIFramework and CommonUI to Fortnite plugin Change 3133327 on 2016/09/20 by Andrew.Grant Orion automation improvements Change 3133555 on 2016/09/20 by Andrew.Grant FIx for UE-36226 Change 3133996 on 2016/09/21 by Andrew.Grant REbuilt texture streaming Change 3134204 on 2016/09/21 by Andrew.Grant Merging audio files from Orion with correct compression settings Change 3134205 on 2016/09/21 by Andrew.Grant Fix for gameplay tag ordering from Orion, and fix for soak test report numbers Change 3134206 on 2016/09/21 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) [CL 3135156 by Marc Audy in Main branch]
2016-09-21 18:16:12 -04:00
return Read(FileContents, bPluginTypeEnabledByDefault, OutFailReason);
}
Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //UE4/Orion-Staging @ 3134206) #lockdown Nick.Penwarden #rb none #codereview Andrew.Grant ========================== MAJOR FEATURES + CHANGES ========================== Change 2845744 on 2016/01/27 by Andrew.Grant Merging from //Orion/Dev-General @ 2845681 Change 2849210 on 2016/01/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2854307 on 2016/02/03 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2880059 on 2016/02/24 by Andrew.Grant Merging //Orion/Dev-General @ 2879808 Change 2891205 on 2016/03/02 by Andrew.Grant Merging //Orion/Dev-General @ 2889885 Change 2904080 on 2016/03/10 by Andrew.Grant Merging using //Orion/Dev-General @ 2902652 Change 2950235 on 2016/04/20 by Andrew.Grant Automerged files from Dev-General Change 2976227 on 2016/05/12 by Andrew.Grant Autoresolved files from using //Orion/Dev-General Change 3016193 on 2016/06/16 by Andrew.Grant Merging //Orion/Dev-General @ 3015761 Change 3033336 on 2016/06/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3037514 on 2016/07/05 by Andrew.Grant Merging from //Orion/Dev-General @ 3037465 Change 3091216 on 2016/08/16 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3107127 on 2016/08/30 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3129090 on 2016/09/16 by Andrew.Grant Autoresolved files from Dev-Gen @ 3130045 Change 3130536 on 2016/09/19 by Andrew.Grant To Resolve Change 3130537 on 2016/09/19 by Andrew.Grant Tricky merges? Change 3130810 on 2016/09/19 by Andrew.Grant Merging from //Orion/Dev-General @ 3130045 Change 3130880 on 2016/09/19 by Andrew.Grant Blueprint fix Change 3131009 on 2016/09/19 by Andrew.Grant removed spammy warning Change 3131216 on 2016/09/19 by Andrew.Grant Content fixes for Orion-Staging Change 3131700 on 2016/09/19 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) Change 3132144 on 2016/09/20 by Andrew.Grant Merging test framework work from Dev-General Change 3132154 on 2016/09/20 by Andrew.Grant Fix for linux client Change 3132179 on 2016/09/20 by Andrew.Grant Fixed breakages due to latest //UE4/Main Change 3132948 on 2016/09/20 by Andrew.Grant Fix for UE-36216 (replicating 3125764 from ForniteMain) Change 3133103 on 2016/09/20 by Andrew.Grant Added EpicCMSUIFramework and CommonUI to Fortnite plugin Change 3133327 on 2016/09/20 by Andrew.Grant Orion automation improvements Change 3133555 on 2016/09/20 by Andrew.Grant FIx for UE-36226 Change 3133996 on 2016/09/21 by Andrew.Grant REbuilt texture streaming Change 3134204 on 2016/09/21 by Andrew.Grant Merging audio files from Orion with correct compression settings Change 3134205 on 2016/09/21 by Andrew.Grant Fix for gameplay tag ordering from Orion, and fix for soak test report numbers Change 3134206 on 2016/09/21 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) [CL 3135156 by Marc Audy in Main branch]
2016-09-21 18:16:12 -04:00
bool FPluginDescriptor::Read(const FString& Text, bool bPluginTypeEnabledByDefault, FText& OutFailReason)
{
// Deserialize a JSON object from the string
TSharedPtr< FJsonObject > ObjectPtr;
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(Text);
if (!FJsonSerializer::Deserialize(Reader, ObjectPtr) || !ObjectPtr.IsValid() )
{
OutFailReason = FText::Format(LOCTEXT("FailedToReadDescriptorFile", "Failed to read file. {0}"), FText::FromString(Reader->GetErrorMessage()));
return false;
}
FJsonObject& Object = *ObjectPtr.Get();
// Read the file version
int32 FileVersionInt32;
if(!Object.TryGetNumberField(TEXT("FileVersion"), FileVersionInt32))
{
if(!Object.TryGetNumberField(TEXT("PluginFileVersion"), FileVersionInt32))
{
OutFailReason = LOCTEXT("InvalidProjectFileVersion", "File does not have a valid 'FileVersion' number.");
return false;
}
}
// Check that it's within range
EPluginDescriptorVersion::Type PluginFileVersion = (EPluginDescriptorVersion::Type)FileVersionInt32;
if ((PluginFileVersion <= EPluginDescriptorVersion::Invalid) || (PluginFileVersion > EPluginDescriptorVersion::Latest))
{
FText ReadVersionText = FText::FromString(FString::Printf(TEXT("%d"), (int32)PluginFileVersion));
FText LatestVersionText = FText::FromString(FString::Printf(TEXT("%d"), (int32)EPluginDescriptorVersion::Latest));
OutFailReason = FText::Format( LOCTEXT("ProjectFileVersionTooLarge", "File appears to be in a newer version ({0}) of the file format that we can load (max version: {1})."), ReadVersionText, LatestVersionText);
return false;
}
// Read the other fields
Object.TryGetNumberField(TEXT("Version"), Version);
Object.TryGetStringField(TEXT("VersionName"), VersionName);
Object.TryGetStringField(TEXT("FriendlyName"), FriendlyName);
Object.TryGetStringField(TEXT("Description"), Description);
if (!Object.TryGetStringField(TEXT("Category"), Category))
{
// Category used to be called CategoryPath in .uplugin files
Object.TryGetStringField(TEXT("CategoryPath"), Category);
}
// Due to a difference in command line parsing between Windows and Mac, we shipped a few Mac samples containing
// a category name with escaped quotes. Remove them here to make sure we can list them in the right category.
if (Category.Len() >= 2 && Category.StartsWith(TEXT("\"")) && Category.EndsWith(TEXT("\"")))
{
Category = Category.Mid(1, Category.Len() - 2);
}
Object.TryGetStringField(TEXT("CreatedBy"), CreatedBy);
Object.TryGetStringField(TEXT("CreatedByURL"), CreatedByURL);
Object.TryGetStringField(TEXT("DocsURL"), DocsURL);
Object.TryGetStringField(TEXT("MarketplaceURL"), MarketplaceURL);
Object.TryGetStringField(TEXT("SupportURL"), SupportURL);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3386108) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3345860 on 2017/03/14 by Daniel.Lamb Fixed crash when building DLC #test Cook paragon. Change 3347324 on 2017/03/15 by Gil.Gribb UE4 - Removed old code relating to FAsyncArchive, FAsyncIOSubsystemBase and package level compression. The editor now uses the lowest levels on the new async IO scheme. Change 3347331 on 2017/03/15 by Robert.Manuszewski Fix for a crash caused by GC killing BP class (due to no strong references) but its CDO is being kept alive because it was in the same cluster as the class and was not marked as pending kill. #jira UE-42732 Change 3347371 on 2017/03/15 by Graeme.Thornton Fix for runtime asset cache not invalidating files with an outdated version number Change 3349161 on 2017/03/16 by Steve.Robb Generated UFUNCTION FNames no longer exported. Misc refactors of code generation. Change 3349167 on 2017/03/16 by Steve.Robb Unused TBoolConstant removed (the more general TIntegralConstant should be used instead). Change 3349274 on 2017/03/16 by Gil.Gribb UE4 - Fix loading a package that is already loaded. Change 3349534 on 2017/03/16 by Ben.Marsh UBT: Check that the SN-DBS service is running before attempting to use it. Change 3349612 on 2017/03/16 by Gil.Gribb UE4 - Increased estimate of summary size. Change 3350021 on 2017/03/16 by Gil.Gribb UE4 - Fixed crash in signature checks when mounting pak files. Change 3350052 on 2017/03/16 by Ben.Marsh Remove invalid characters from macro names before passing as macro values. Prevents compile errors for projects which have apostrophes in the name. Change 3350360 on 2017/03/16 by Ben.Marsh UAT: Fix non-threadsafe access of ExeToTimeInMs when spawning external processes. Change 3351670 on 2017/03/17 by Ben.Marsh UBT: Ignore all default libraries when creating import libs. Sometimes #pragma comment(lib, ...) directives can add force additional libraries onto the linker/librarian command line. We don't want or need these included when generating import libraries, but they can cause errors due to search paths not being able to find them. Change 3352289 on 2017/03/17 by Ben.Marsh Fix issues working with > 2GB archives caused by truncation of the return value from FArchive::Tell() down to 32-bits. Change 3352390 on 2017/03/17 by Ben.Marsh Remove unused/out of date binaries for CrashReporter. Change 3352392 on 2017/03/17 by Ben.Marsh Remove UnrealDocTool binaries. This is distributed through a Visual Studio plugin now. Change 3352410 on 2017/03/17 by Ben.Marsh Remove P4ChangeReporter. I don't believe this is used any more. Change 3352450 on 2017/03/17 by Ben.Marsh Disable including CrashReporter by default when packaging projects. This is only useful with a CrashReporter backend set up, which only usually applies to Epic internal projects. Change 3352455 on 2017/03/17 by Ben.Marsh Remove RegisterPII and TranslatedWordsCountEstimator executables. Don't believe these are used any more. Change 3352940 on 2017/03/17 by Wes.Hunt Update CRP to not send Slack queue size updates unless the waiting time is greater than 1 minute. #codereview: jin.zhang Change 3353658 on 2017/03/20 by Steve.Robb Fix for crash when importing a BP which has a populated TMap with an enum class key. Change 3354056 on 2017/03/20 by Steve.Robb TAssetPtr<T> can now be constructed from a nullptr without a full definition of T. Change 3356111 on 2017/03/21 by Graeme.Thornton Fix for UE-34131 - Support double and fname stat types in UFE stat export to CSV #jira UE-34131 Change 3358584 on 2017/03/22 by Daniel.Lamb Fixed the garbage collection keep flags when cleaning the sandbox for iterative cooking. #test Cook shootergame Change 3360379 on 2017/03/23 by Gil.Gribb UE4 - Avoid adding a linker annotation if it actually hasn't changed. Improves ConditionalBeginDestroy performance. Change 3360623 on 2017/03/23 by Gil.Gribb UE4 - Change from MarcA to avoid a redudnant removal of PrimitiveComponent from the streaming managers during ConditionalBeginDestroy. Change 3360627 on 2017/03/23 by Gil.Gribb UE4 - Optimized UObject hash tables for speed and space. Change 3361183 on 2017/03/23 by Gil.Gribb UE4 - Fixed change to NotifyPrimitiveDetached so that it works in the editor. Change 3361906 on 2017/03/23 by Steve.Robb Fix for a bad hint index when instantiating map property subobjects when the defaults has fewer but non-zero elements. #jira UE-43272 Change 3362839 on 2017/03/24 by Gil.Gribb UE4 - Fixed hash table lock optimization. Change 3367348 on 2017/03/28 by Robert.Manuszewski Making sure streamed-in SoundWaves get added to GC clusters. Change 3367386 on 2017/03/28 by Ben.Marsh EC: Pass the Semaphores property from a build type as a parameter to new build jobs. Change 3367422 on 2017/03/28 by Ben.Marsh EC: Allow limiting the number of scheduled jobs that will be automatically run at a particular time. Each build type can have a 'Semaphores' property in the branch settings file, which will be copied to newly created jobs. Before scheduling new jobs, EC is queried for the 'Semaphores' property on any running jobs, and build types with existing semaphores will be skipped. Does not prevent jobs from being run manually. Change 3367469 on 2017/03/28 by Ben.Marsh EC: Prevent multiple incremental jobs running at once. Change 3367640 on 2017/03/28 by Ben.Marsh Plugins: Add an optional EngineVersion field back into the plugin descriptor. If set, the engine will warn if the plugin is not compatible with the current engine version. Plugins will set this field by default when packaging; pass -Unversioned to override. Change 3367836 on 2017/03/28 by Uriel.Doyon Improved handled of references in the streaming manager Change 3369354 on 2017/03/29 by Graeme.Thornton Added AES encrypt/decrypt functions that take a byte array for the key Change 3369804 on 2017/03/29 by Ben.Marsh Remove incorrect "EngineVersion" settings from plugin descriptors. Change 3370462 on 2017/03/29 by Ben.Marsh Editor: Install Visual Studio 2017 by default, instead of Visual Studio 2015. Changed to use ExecElevatedProcess() to prevent installer failing to run if the current user is not already an administrator. #jira UE-43467 Change 3371598 on 2017/03/30 by Ben.Marsh UBT: Fix message for missing toolchain in VS2017. Change 3372827 on 2017/03/30 by Ben.Marsh BuildGraph: Output an error at the end of each step if any previous build products have been modified. Change 3372947 on 2017/03/30 by Ben.Marsh [Merge] Always add the host editor platform as supported in an installed build. Not doing so prevents the build platform being registered in UBT, which prevents doing any platform-specific staging operations in UAT. Change 3372958 on 2017/03/30 by Ben.Marsh [Merge] Simplify log output for cooks. Suppress additional timestamps from the editor when running through UAT. Change 3372981 on 2017/03/30 by Ben.Marsh [Merge] Modular game fixes for UAT * Store list of executable names from the receipts instead of generating them from Target/Platform/Config/Architecture combination * Get full list of staged executables from receipts instead of assuming only non-code projects are in Engine * Always pass short project name as Bootstrap argument, so that modular game exe knows which project to start Change 3373024 on 2017/03/30 by Ben.Marsh [Merge] Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep. Change 3373041 on 2017/03/30 by Ben.Marsh [Merge] Added UAT script to replace assets with another source Renamed ReplaceAssetsCommandlet to GenerateAssetsManifest as it now outputs a list of files and has nothing specific about replacing files Change 3373052 on 2017/03/30 by Ben.Marsh [Merge] Changed CopyUsingDistillFileSet command so that it can use a pre-existing manifest file instead of running commandlet Change 3373092 on 2017/03/30 by Ben.Marsh [Merge] Fixed crash attempting to load cooked static mesh in editor Change 3373112 on 2017/03/30 by Ben.Marsh [Merge] Fixed crash caused by loading cooked StaticMesh in editor that didn't have any SourceModels Change 3373132 on 2017/03/30 by Ben.Marsh [Merge] Added Additional Maps that are always cooked to the GenerateDistillFileSetsCommandlet Change 3373138 on 2017/03/30 by Ben.Marsh [Merge] Fixed code issue with playback of cooked SoundCues Skip over code using editor only data when editor data has been stripped Change 3373143 on 2017/03/30 by Ben.Marsh [Merge] Fixed crash when attempting to open multiple cooked assets Change 3373156 on 2017/03/30 by Ben.Marsh [Merge] Added commandlet to replace game assets with those from another source (intended for cooked asset replacement) Change 3373161 on 2017/03/30 by Ben.Marsh [Merge] Prevented crash by not attempting to Load Mips again if a package has cooked data Change 3373168 on 2017/03/30 by Ben.Marsh [Merge] Fix output path for DLC pak file, so it can be discovered by the engine and automatically mounted (and to stop it colliding with the main game pak file). Change 3373204 on 2017/03/30 by Ben.Marsh [Merge] Fix crash when switching levels in PIE, due to bulk data already having been discarded for cooked assets. Cooking sets BULKDATA_SingleUse for textures, but PIEing needs to keep bulk data around. Change 3373209 on 2017/03/30 by Ben.Marsh [Merge] Fix missing material in mod editor for cooked assets. Change 3373388 on 2017/03/30 by Ben.Marsh [Merge] Various improvements to the plugin browser and new plugin wizard from Robo Recall. Change 3374200 on 2017/03/31 by Ben.Marsh [Merge] Latest OdinEditor plugin from //Odin/Main, to fix build failures. Re-made change to OdinUnrealEdEngine to remove dependencies on analytics. Change 3374279 on 2017/03/31 by Ben.Marsh PR #3441: Invalid JSON in FeaturePacks (Contributed by projectgheist) Change 3374331 on 2017/03/31 by Ben.Marsh UBT: Disable warning pragmas on Mono; not supported on current compiler. #jira UE-43451 Change 3375108 on 2017/03/31 by Ben.Marsh Removing another plugin EngineVersion property. Change 3375126 on 2017/03/31 by Ben.Marsh Fix incorrect executable paths being generated for Windows. Change 3375159 on 2017/03/31 by Graeme.Thornton Pak Index Encryption - Added "-encryptindex" option to unrealpak which will encrypt the pak index, making the pak file unreadable without the associated decryption key - Added "-encryptpakindex" option to UAT to force on index encryption - Added "bEncryptPakIndex" setting to project packaging settings so pak encryption can be controlled via the editor Change 3375197 on 2017/03/31 by Graeme.Thornton Enable pak index encryption in shootergame Change 3375377 on 2017/03/31 by Ben.Marsh Add build node to submit updated UnrealPak binaries for Win64, Mac and Linux. Currently has to be run via a custom build on EC, with the target set to "Submit UnrealPak Binaries". Change 3376418 on 2017/04/03 by Ben.Marsh BuildGraph: Always clear the cached node state when running locally without having to manually specify the -ClearHistory argument. The -Resume argument allows the previous behavior of continuing a previous build. Change 3376447 on 2017/04/03 by Ben.Marsh Build: Remove some unused stream settings Change 3376469 on 2017/04/03 by Ben.Marsh Build: Add a customizable field for the script to use for custom builds in every branch. Change 3376654 on 2017/04/03 by Ben.Marsh Add a fatal error message containing the module with an outstanding reference when trying to unload it. #jira UE-42423 Change 3376747 on 2017/04/03 by Gil.Gribb UE4 - Fixed crash relating to FGenericAsyncReadFileHandle when not using the EDL. Change 3377173 on 2017/04/03 by Ben.Marsh Make sure callstacks are written to stdout following a crash on a background thread. Change 3377183 on 2017/04/03 by Ben.Marsh Removing support for building VS2013 targets. Ability to generate VS2013 project files is still allowed, but unsupported (via the -2013unsupported command line argument). Change 3377280 on 2017/04/03 by Ben.Marsh Build: Post UGS badges for all UE4 development streams, with the project set to $(Branch)/... Change 3377311 on 2017/04/03 by Ben.Marsh Build: Set the 'Semaphores' parameter for any jobs started from a schedule. Change 3377326 on 2017/04/03 by Ben.Marsh UGS: Show badges which match an entire subtree if the project field ends with "...". Change 3377392 on 2017/04/03 by Ben.Marsh Add badges to UE4/Main and UE4/Release streams, and change the names of the builds in development streams to distinguish them. Change 3377895 on 2017/04/03 by Ben.Marsh EC: Send notification emails whenever UAT fails to compile. Change 3377923 on 2017/04/03 by Ben.Marsh Build: Use a different semaphore for the common editors build target to the incremental compile build target. Change 3378297 on 2017/04/04 by Graeme.Thornton Fix incorrect generation of UE_ENGINE_DIRECTORY in UBT Change 3378301 on 2017/04/04 by Ben.Marsh UBT: Try enabling bAdaptiveUnityDisablesPCH by default, to reduce the number of build failures we see due to missing includes. Change 3378460 on 2017/04/04 by Graeme.Thornton Remove dependency preloading system from sync and async loading paths Change 3378535 on 2017/04/04 by Robert.Manuszewski Fix for audio crash when launching Ocean PIE after removing the audio chunk allocation in CL #3347324 #jira UE-43544 Change 3378575 on 2017/04/04 by Robert.Manuszewski Making sure actor clusters are not created in non-cooked builds #jira UE-43617 #jira UE-43614 Change 3378589 on 2017/04/04 by Robert.Manuszewski Disabling debug GC cluster logging #jira UE-43617 Change 3379118 on 2017/04/04 by Robert.Manuszewski Disabling actor clustering by default, keeping it on in Orion and Ocean Change 3379815 on 2017/04/04 by Ben.Marsh Revert change to derive executable names from target receipts. While a better solution than making them up, Android relies on having the base executable names for supporting multiple architectures. Change 3380811 on 2017/04/05 by Gil.Gribb UE4 - Put the special boot order things into baseengine.ini so that licensees and games can add to it. Change 3383313 on 2017/04/06 by Uriel.Doyon Integrated CL 3372436 3372765 3373272 from Dev-Rendering #JIRA UE-43669 Change 3383531 on 2017/04/06 by Ben.Marsh UGS: Ignore failures when querying whether paths exist. Permissions can cause this folder to fail, even if it will succeed at a parent directory. Change 3383786 on 2017/04/06 by Ben.Zeigler Back out changelist 3382694 and replace with CL #3383757 from bob.tellez: Fix memory stomping issue caused by removing a FFortProfileSynchronizeRequest from SynchronizeRequests in UFortRegisteredPlayerInfo::UpdateSynchronizeRequest before SynchronizeProfile had finished executing Change 3385089 on 2017/04/07 by Gil.Gribb UE4 - Critical. Fixed memory leak in pak precacher. [CL 3386123 by Ben Marsh in Main branch]
2017-04-10 11:00:33 -04:00
Object.TryGetStringField(TEXT("EngineVersion"), EngineVersion);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3284872 on 2017/02/03 by Graeme.Thornton Seperate pak cache granularity from pak signing chunk size Change 3285765 on 2017/02/03 by Graeme.Thornton Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread #jira UE-41478 Change 3286913 on 2017/02/04 by Ben.Marsh IncludeTool: Merging fixes. * Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead. * Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation. Change 3287100 on 2017/02/05 by Ben.Marsh UBT: Move platform settings into platform-specific TargetRules objects. Change 3287106 on 2017/02/05 by Ben.Marsh Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information. Change 3287398 on 2017/02/06 by Steve.Robb Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together. Change 3287399 on 2017/02/06 by Steve.Robb Log verbosities made more readable in the debugger. Change 3287410 on 2017/02/06 by Steve.Robb Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all. #fyi marc.audy Change 3288020 on 2017/02/06 by Ben.Marsh Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly. Change 3291817 on 2017/02/08 by Steve.Robb New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools. Change 3292090 on 2017/02/08 by Graeme.Thornton Crash fix - don't update font engine services if it was never created #jira UE-33953 Change 3292993 on 2017/02/08 by Ben.Marsh Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH) Change 3293231 on 2017/02/08 by Ben.Marsh BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed. Change 3294213 on 2017/02/09 by Ben.Marsh EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty. Change 3294753 on 2017/02/09 by Ben.Zeigler #jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated Change 3296070 on 2017/02/09 by Ben.Zeigler Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction. Change 3296420 on 2017/02/10 by Graeme.Thornton Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed Refactored encryption and signing key access in unrealpak to make it easier to use Change 3296609 on 2017/02/10 by Ben.Marsh BuildGraph: Fix error running the <Copy> task with an empty "From" argument. * FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator) * FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory. Change 3297440 on 2017/02/10 by Ben.Marsh UBT: Move the FileFilter class into UnrealBuildTool. Change 3297725 on 2017/02/10 by Ben.Zeigler #jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both. Clean up a lot of confusingly named and broken functions on UEnum: #jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings #jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions Delete some now redundant enum editor code and pipe everything through UEnum Change 3297979 on 2017/02/10 by Ben.Zeigler Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior Change 3298299 on 2017/02/10 by Steve.Robb TTuple improvements: - equality comparable - serializable - in the correct folder 2-tuples are specialized to be syntactically compatible with both TPair and TTuple. TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer. #fyi robert.manuszewski,ben.marsh Change 3298460 on 2017/02/11 by Ben.Marsh UGS: Set the correct result from running custom tasks. Change 3298462 on 2017/02/11 by Ben.Marsh UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated. Change 3299447 on 2017/02/13 by Graeme.Thornton Fix AES and pak signing key embedding for content only projects - Force temp target when any keys are specified by project config Change 3299649 on 2017/02/13 by Steve.Robb PLATFORM_HAS_DEFAULTED_OPERATORS fixed. Other obsolete compiler switches removed. Change 3299787 on 2017/02/13 by Steve.Robb IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization. #fyi robert.manuszewski Change 3300576 on 2017/02/13 by Ben.Marsh EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter. Change 3300600 on 2017/02/13 by Ben.Marsh EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces. Change 3300624 on 2017/02/13 by Ben.Marsh Switch incremental builds for all streams to start up on the incremental agent. Change 3302134 on 2017/02/14 by Steve.Robb UnrealCodeAnalyzer removed. #fyi ben.marsh,robert.manuszewski Change 3302639 on 2017/02/14 by Ben.Zeigler Fix crash cooking odin with default command line #jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified Change 3303002 on 2017/02/14 by Ben.Zeigler #jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level #jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway Fix it so -cooksinglepackage works properly again and excludes localization and startup packages Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate Change 3303084 on 2017/02/14 by Ben.Zeigler Attempt to get Nativization and EDL working without warnings Change 3305153 on 2017/02/15 by Ben.Zeigler Fix Fortnite and Orion cook, I don't understand why this passed my local testing Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning Change 3305959 on 2017/02/16 by Gil.Gribb UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms. Change 3306159 on 2017/02/16 by Ben.Marsh Fix path to target binaries when building non-monolithic in a unique build environment. Change 3306584 on 2017/02/16 by Steve.Robb UEnum internal functions renamed from Index to Value. GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values. #fyi ben.zeigler Change 3307836 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually Fixes lighting in Infiltrator demo Change 3307929 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Second half of matinee redirector fix Change 3308840 on 2017/02/17 by Matthew.Griffin Reimplementing CL#3305808 from 4.15 Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases) Change 3309115 on 2017/02/17 by Ben.Marsh Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead. Change 3309120 on 2017/02/17 by Ben.Marsh Fix support for creating modular builds which don't use the shared build environment. Change 3309125 on 2017/02/17 by Ben.Marsh Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator. Change 3309128 on 2017/02/17 by Ben.Marsh Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces. Change 3309131 on 2017/02/17 by Ben.Marsh Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again. Change 3309140 on 2017/02/17 by Ben.Marsh UAT: Fix exception moving a file from one location to another if the target directory does not exist. Change 3309212 on 2017/02/17 by Ben.Marsh Fixes/improvements for mod editor and code mods: * A separate top-level project is generated for each code mod in the Visual Studio solution. * Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods. * Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds. * Plugin browser now includes a separate category for mods. * Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings. Change 3309231 on 2017/02/17 by Steve.Robb Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<. #jira UE-42052 Change 3309248 on 2017/02/17 by Ben.Marsh Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true. Change 3309257 on 2017/02/17 by Ben.Marsh Prevent game binaries from being renamed for hot reload when working with installed projects. Change 3309355 on 2017/02/17 by Steven.Hutton Changes to make the website compatible with the new database changes. Change 3309371 on 2017/02/17 by Ben.Marsh Fix exception on shutdown when running asset registry with threads disabled. #jira UE-41951 Change 3309389 on 2017/02/17 by Ben.Zeigler #jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node Change 3309570 on 2017/02/17 by Gil.Gribb UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4. Change 3310039 on 2017/02/17 by Ben.Marsh BuildGraph: Prevent exception when trying to delete a file that does not exist. Change 3311484 on 2017/02/20 by Chris.Wood CrashReportProcess crash add retry logic improvements (CRP v1.2.16) Change 3311600 on 2017/02/20 by Matthew.Griffin Updated StripSymbols functions so that all platforms can deal with the source and target file being the same Change 3311675 on 2017/02/20 by Steve.Robb FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack. Change 3311893 on 2017/02/20 by Ben.Marsh UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines. Change 3313966 on 2017/02/21 by Ben.Marsh Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too. Change 3314398 on 2017/02/21 by Ben.Zeigler #jira UE-42212 Fix shutdown of AnimGraph module to be safer [CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
Object.TryGetNumberField(TEXT("CompatibleChangelist"), CompatibleChangelist);
if (!FModuleDescriptor::ReadArray(Object, TEXT("Modules"), Modules, OutFailReason))
{
return false;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3051464 on 2016/07/15 by Nick.Darnell Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines. Change 3051465 on 2016/07/15 by Nick.Darnell Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions. Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt Fixed material editor viewport messages being blocked by viewport toolbar Change 3052025 on 2016/07/15 by Nick.Darnell Moving the placement mode hooks out of functional testing module, moving them into the editor automation module. Change 3053508 on 2016/07/18 by Stephan.Jiang Copy,Cut,Paste tracks, not for mastertracks yet. #UE-31808 Change 3054723 on 2016/07/18 by Stephan.Jiang Small fixes for typo & comments Change 3055996 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received Change 3056106 on 2016/07/19 by Trung.Le Back out changelist 3055996. Build break. Change 3056108 on 2016/07/19 by Stephan.Jiang Updating "SoundConcurrency" asseticon Change 3056389 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received #jira UE-33339 Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt More perf selection improvements: - Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path Change 3056758 on 2016/07/19 by Stephan.Jiang Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer. Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify! Change 3057635 on 2016/07/20 by Stephan.Jiang Updating visual logger icon UI Change 3057645 on 2016/07/20 by Richard.TalbotWatkin Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3057868 on 2016/07/20 by Richard.TalbotWatkin Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3057895 on 2016/07/20 by Richard.TalbotWatkin Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3057966 on 2016/07/20 by Richard.TalbotWatkin Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport Change 3058009 on 2016/07/20 by Richard.TalbotWatkin Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868. Change 3058047 on 2016/07/20 by Stephan.Jiang Fixing error on previous CL: 3056758 (extra qualification) Change 3058266 on 2016/07/20 by Nick.Darnell Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor. Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran) Change 3059214 on 2016/07/21 by Richard.TalbotWatkin Further fixes to visualizers following Component Visualizer API change. Change 3059260 on 2016/07/21 by Richard.TalbotWatkin Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang. Change 3059543 on 2016/07/21 by Stephan.Jiang Changeing level details icon Change 3059732 on 2016/07/21 by Stephan.Jiang Directional Light icon update Change 3060095 on 2016/07/21 by Stephan.Jiang Directional Light editor icon asset changed Change 3060129 on 2016/07/21 by Nick.Darnell Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance. Change 3061735 on 2016/07/22 by Stephan.Jiang Improve UMG replace with in HierarchyView function #UE-33582 Change 3062059 on 2016/07/22 by Stephan.Jiang Strip off "b" in propertyname in replace with function for tracks. Change 3062146 on 2016/07/22 by Stephan.Jiang checkin with CL: 3061735 Change 3062182 on 2016/07/22 by Stephan.Jiang Change both animation bindings' widget name when renameing the widget so the slot content is still valid Change 3062257 on 2016/07/22 by Stephan.Jiang comments Change 3062381 on 2016/07/22 by Nick.Darnell Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build. Change 3062924 on 2016/07/25 by Chris.Wood Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories. This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570 Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant) Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt PR #2619: added a search box to ModuleUI (Contributed by straymist) Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages. https://jira.ol.epicgames.net/browse/UE-33651 #jira UE-33651 Change 3063091 on 2016/07/25 by Alex.Delesky #jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber. Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Fix large FName creation time when selecting thousands of objects Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated - USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation - Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid - Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it - Removed expensive checking for brush actors when any actor is selected Change 3063749 on 2016/07/25 by Stephan.Jiang Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename() #jira UE-33711 Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3064612 on 2016/07/26 by Alex.Delesky #jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset. Change 3064647 on 2016/07/26 by Alexis.Matte #jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file. Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt Fixed typo Change 3064795 on 2016/07/26 by Jamie.Dale Fixed typo in FLocalizationModule::GetLocalizationTargetByName #jira UE-32961 Change 3066461 on 2016/07/27 by Jamie.Dale Enabled stable localization keys Change 3066463 on 2016/07/27 by Jamie.Dale Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes Change 3066467 on 2016/07/27 by Jamie.Dale Updated internationalization archives to store translations per-identity This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text. Major changes: - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper. - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static. - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig. - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now). - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead. Workflow changes: - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed). - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data. - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated. - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file). Format changes: - The archive version was bumped to 2. - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version. #jira UETOOL-897 #jira UETOOL-898 #jira UE-29481 Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt Attempt to fix linux compilation Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt Fixed data tables with structs crashing due to recent editor selection optimizations Change 3066886 on 2016/07/27 by Jamie.Dale Added required data to accurately detect TZ (needed for DST) #jira UE-28511 Change 3067122 on 2016/07/27 by Jamie.Dale Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone). Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display. Change 3067227 on 2016/07/27 by Jamie.Dale Added a test to verify that the ICU timezone is set correctly to produce local time (including DST) Change 3067313 on 2016/07/27 by Richard.TalbotWatkin Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values. #jira UE-33669 - Crash in Dev-Editor Change 3067736 on 2016/07/27 by Stephan.Jiang Border changes for experimental classes warning Change 3067769 on 2016/07/27 by Stephan.Jiang HERE BE DRAGONS for experimental class warning #UE-33780 Change 3068192 on 2016/07/28 by Alexis.Matte #jira UE-33586 make sure we remove any false warning when running fbx automation test. Change 3068264 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068293 on 2016/07/28 by Alex.Delesky #jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them. Change 3068481 on 2016/07/28 by Stephan.Jiang Adding Options to show/hide soft & hard references & dependencies in References Viewer #jira UE-33746 Change 3068585 on 2016/07/28 by Richard.TalbotWatkin Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt Fixed some issues with the selected classes not updating when objects are deselected Change 3069335 on 2016/07/28 by Jamie.Dale Fixed unintended error when trying to load a manifest/archive that didn't exist Fixed a warning when trying to load a PO file that didn't exist Change 3069408 on 2016/07/28 by Alex.Delesky #jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well. Change 3069878 on 2016/07/29 by Jamie.Dale Fixed include casing #jira UE-33910 Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary) Change 3071813 on 2016/08/01 by Jamie.Dale Fixed include casing #jira UE-33936 Change 3072043 on 2016/08/01 by Jamie.Dale Fixed FText formatting of pre-Gregorian dates We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates. #jira UE-14504 Change 3072066 on 2016/08/01 by Jamie.Dale PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist) Change 3072149 on 2016/08/01 by Jamie.Dale We no longer use the editor culture when running with -game Change 3072169 on 2016/08/01 by Richard.TalbotWatkin A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3072221 on 2016/08/01 by Jamie.Dale Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor #jira UE-33001 Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it. Reimplemented this change from the siggraph demo stream Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt Removed unused code as suggested by a pull request Change 3073750 on 2016/08/02 by Richard.TalbotWatkin Fixed formatting (broken in CL 3057895) in anticipation of merge from Main. Change 3073789 on 2016/08/02 by Jamie.Dale Added a way to mark text in text properties as culture invariant This allows you to flag properties containing text that doesn't need to be gathered. #jira UE-33713 Change 3073825 on 2016/08/02 by Stephan.Jiang Material Editor: Highligh all Nodes connect to an input. #jira UE-32502 Change 3073947 on 2016/08/02 by Stephan.Jiang UMG Project settings to show/hide different classes and categories in Palette view. --under Project Settings ->Editor->UMG Editor Change 3074012 on 2016/08/02 by Stephan.Jiang Minor changes and comments for CL: 3073947 Change 3074029 on 2016/08/02 by Jamie.Dale Deleting folders in the Content Browser now removes the folder from disk #jira UE-24303 Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt Added missing stats to track pooled vertex and index buffer cpu memory A new slate allocator was added to track memory usage for this case. Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt Renamed a few slate stats for consistency Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt Moved geometry cache asset type to the animation category. It is not a basic asset type Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt Fix a few padding and sizing issues Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt Settings UI improvements * Added the ability to search through all settings at once * Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly ------- * This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel. * Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class. *Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel. Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt Removed FBX scene as a top level option in asset filter menu in the content browser. Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt Mac warning fix Change 3075603 on 2016/08/03 by Nick.Darnell Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project. Change 3075605 on 2016/08/03 by Nick.Darnell Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser. Change 3076084 on 2016/08/03 by Jamie.Dale Added basic support for localizing plugins You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually. You need to define the localization targets your plugin uses in its .uplugin file, eg) "LocalizationTargets": [ { "Name": "Paper2D", "LoadingPolicy": "Always" } ] "Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config. "LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor). UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory). UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project. #jira UE-4217 Change 3076123 on 2016/08/03 by Stephan.Jiang Extend "Select all input nodes" function to general blueprint editor Change 3077103 on 2016/08/04 by Jamie.Dale Added support for underlined text rendering (including with drop-shadows) FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness. FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline). This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight. Change 3077842 on 2016/08/04 by Jamie.Dale Fixed fallout from API changes Change 3077999 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078000 on 2016/08/04 by Trung.Le Categories VREditor-specific UMG widget assets as "VR Editor" #jira UE-34134 Change 3078056 on 2016/08/04 by Nick.Darnell Build - Fixing a mac compiler warning, reodering constructor initializers. Change 3078813 on 2016/08/05 by Nick.Darnell Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests. Change 3078818 on 2016/08/05 by Nick.Darnell Additional rename and cleanup associated with test moving. Change 3078819 on 2016/08/05 by Nick.Darnell Removing the Oculus performance automation test, not running, and was unclaimed. Change 3078842 on 2016/08/05 by Nick.Darnell Continued reorganizing tests. Change 3078897 on 2016/08/05 by Nick.Darnell Additional changes to get some moved tests compiling Change 3079157 on 2016/08/05 by Nick.Darnell Making it possible to browse provider names thorugh the source control module interface. Change 3079176 on 2016/08/05 by Stephan.Jiang Add shortcut Ctrl+Shift+Space to rotate through different viewport options #jira UE-34140 Change 3079208 on 2016/08/05 by Stephan.Jiang Fix new animation name check in UMG Change 3079278 on 2016/08/05 by Nick.Darnell Fixing the build Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3081155 on 2016/08/08 by Nick.Darnell Fixing some issues with the editor tests / runtime tests under certain build configs. Change 3081243 on 2016/08/08 by Stephan.Jiang Add gesture in LevelViewport to switch between Top/Bottom...etc. Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt Work around animations not playing in paragon due to bsp rebuilds (UE-34391) Change 3082254 on 2016/08/09 by Stephan.Jiang DragTool_ViewportChange init changes [CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
if (!FLocalizationTargetDescriptor::ReadArray(Object, TEXT("LocalizationTargets"), LocalizationTargets, OutFailReason))
{
return false;
}
Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //UE4/Orion-Staging @ 3134206) #lockdown Nick.Penwarden #rb none #codereview Andrew.Grant ========================== MAJOR FEATURES + CHANGES ========================== Change 2845744 on 2016/01/27 by Andrew.Grant Merging from //Orion/Dev-General @ 2845681 Change 2849210 on 2016/01/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2854307 on 2016/02/03 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2880059 on 2016/02/24 by Andrew.Grant Merging //Orion/Dev-General @ 2879808 Change 2891205 on 2016/03/02 by Andrew.Grant Merging //Orion/Dev-General @ 2889885 Change 2904080 on 2016/03/10 by Andrew.Grant Merging using //Orion/Dev-General @ 2902652 Change 2950235 on 2016/04/20 by Andrew.Grant Automerged files from Dev-General Change 2976227 on 2016/05/12 by Andrew.Grant Autoresolved files from using //Orion/Dev-General Change 3016193 on 2016/06/16 by Andrew.Grant Merging //Orion/Dev-General @ 3015761 Change 3033336 on 2016/06/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3037514 on 2016/07/05 by Andrew.Grant Merging from //Orion/Dev-General @ 3037465 Change 3091216 on 2016/08/16 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3107127 on 2016/08/30 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3129090 on 2016/09/16 by Andrew.Grant Autoresolved files from Dev-Gen @ 3130045 Change 3130536 on 2016/09/19 by Andrew.Grant To Resolve Change 3130537 on 2016/09/19 by Andrew.Grant Tricky merges? Change 3130810 on 2016/09/19 by Andrew.Grant Merging from //Orion/Dev-General @ 3130045 Change 3130880 on 2016/09/19 by Andrew.Grant Blueprint fix Change 3131009 on 2016/09/19 by Andrew.Grant removed spammy warning Change 3131216 on 2016/09/19 by Andrew.Grant Content fixes for Orion-Staging Change 3131700 on 2016/09/19 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) Change 3132144 on 2016/09/20 by Andrew.Grant Merging test framework work from Dev-General Change 3132154 on 2016/09/20 by Andrew.Grant Fix for linux client Change 3132179 on 2016/09/20 by Andrew.Grant Fixed breakages due to latest //UE4/Main Change 3132948 on 2016/09/20 by Andrew.Grant Fix for UE-36216 (replicating 3125764 from ForniteMain) Change 3133103 on 2016/09/20 by Andrew.Grant Added EpicCMSUIFramework and CommonUI to Fortnite plugin Change 3133327 on 2016/09/20 by Andrew.Grant Orion automation improvements Change 3133555 on 2016/09/20 by Andrew.Grant FIx for UE-36226 Change 3133996 on 2016/09/21 by Andrew.Grant REbuilt texture streaming Change 3134204 on 2016/09/21 by Andrew.Grant Merging audio files from Orion with correct compression settings Change 3134205 on 2016/09/21 by Andrew.Grant Fix for gameplay tag ordering from Orion, and fix for soak test report numbers Change 3134206 on 2016/09/21 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) [CL 3135156 by Marc Audy in Main branch]
2016-09-21 18:16:12 -04:00
if(!Object.TryGetBoolField(TEXT("EnabledByDefault"), bEnabledByDefault))
{
bEnabledByDefault = bPluginTypeEnabledByDefault;
}
Object.TryGetBoolField(TEXT("CanContainContent"), bCanContainContent);
Object.TryGetBoolField(TEXT("IsBetaVersion"), bIsBetaVersion);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3284872 on 2017/02/03 by Graeme.Thornton Seperate pak cache granularity from pak signing chunk size Change 3285765 on 2017/02/03 by Graeme.Thornton Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread #jira UE-41478 Change 3286913 on 2017/02/04 by Ben.Marsh IncludeTool: Merging fixes. * Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead. * Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation. Change 3287100 on 2017/02/05 by Ben.Marsh UBT: Move platform settings into platform-specific TargetRules objects. Change 3287106 on 2017/02/05 by Ben.Marsh Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information. Change 3287398 on 2017/02/06 by Steve.Robb Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together. Change 3287399 on 2017/02/06 by Steve.Robb Log verbosities made more readable in the debugger. Change 3287410 on 2017/02/06 by Steve.Robb Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all. #fyi marc.audy Change 3288020 on 2017/02/06 by Ben.Marsh Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly. Change 3291817 on 2017/02/08 by Steve.Robb New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools. Change 3292090 on 2017/02/08 by Graeme.Thornton Crash fix - don't update font engine services if it was never created #jira UE-33953 Change 3292993 on 2017/02/08 by Ben.Marsh Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH) Change 3293231 on 2017/02/08 by Ben.Marsh BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed. Change 3294213 on 2017/02/09 by Ben.Marsh EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty. Change 3294753 on 2017/02/09 by Ben.Zeigler #jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated Change 3296070 on 2017/02/09 by Ben.Zeigler Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction. Change 3296420 on 2017/02/10 by Graeme.Thornton Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed Refactored encryption and signing key access in unrealpak to make it easier to use Change 3296609 on 2017/02/10 by Ben.Marsh BuildGraph: Fix error running the <Copy> task with an empty "From" argument. * FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator) * FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory. Change 3297440 on 2017/02/10 by Ben.Marsh UBT: Move the FileFilter class into UnrealBuildTool. Change 3297725 on 2017/02/10 by Ben.Zeigler #jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both. Clean up a lot of confusingly named and broken functions on UEnum: #jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings #jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions Delete some now redundant enum editor code and pipe everything through UEnum Change 3297979 on 2017/02/10 by Ben.Zeigler Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior Change 3298299 on 2017/02/10 by Steve.Robb TTuple improvements: - equality comparable - serializable - in the correct folder 2-tuples are specialized to be syntactically compatible with both TPair and TTuple. TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer. #fyi robert.manuszewski,ben.marsh Change 3298460 on 2017/02/11 by Ben.Marsh UGS: Set the correct result from running custom tasks. Change 3298462 on 2017/02/11 by Ben.Marsh UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated. Change 3299447 on 2017/02/13 by Graeme.Thornton Fix AES and pak signing key embedding for content only projects - Force temp target when any keys are specified by project config Change 3299649 on 2017/02/13 by Steve.Robb PLATFORM_HAS_DEFAULTED_OPERATORS fixed. Other obsolete compiler switches removed. Change 3299787 on 2017/02/13 by Steve.Robb IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization. #fyi robert.manuszewski Change 3300576 on 2017/02/13 by Ben.Marsh EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter. Change 3300600 on 2017/02/13 by Ben.Marsh EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces. Change 3300624 on 2017/02/13 by Ben.Marsh Switch incremental builds for all streams to start up on the incremental agent. Change 3302134 on 2017/02/14 by Steve.Robb UnrealCodeAnalyzer removed. #fyi ben.marsh,robert.manuszewski Change 3302639 on 2017/02/14 by Ben.Zeigler Fix crash cooking odin with default command line #jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified Change 3303002 on 2017/02/14 by Ben.Zeigler #jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level #jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway Fix it so -cooksinglepackage works properly again and excludes localization and startup packages Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate Change 3303084 on 2017/02/14 by Ben.Zeigler Attempt to get Nativization and EDL working without warnings Change 3305153 on 2017/02/15 by Ben.Zeigler Fix Fortnite and Orion cook, I don't understand why this passed my local testing Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning Change 3305959 on 2017/02/16 by Gil.Gribb UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms. Change 3306159 on 2017/02/16 by Ben.Marsh Fix path to target binaries when building non-monolithic in a unique build environment. Change 3306584 on 2017/02/16 by Steve.Robb UEnum internal functions renamed from Index to Value. GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values. #fyi ben.zeigler Change 3307836 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually Fixes lighting in Infiltrator demo Change 3307929 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Second half of matinee redirector fix Change 3308840 on 2017/02/17 by Matthew.Griffin Reimplementing CL#3305808 from 4.15 Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases) Change 3309115 on 2017/02/17 by Ben.Marsh Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead. Change 3309120 on 2017/02/17 by Ben.Marsh Fix support for creating modular builds which don't use the shared build environment. Change 3309125 on 2017/02/17 by Ben.Marsh Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator. Change 3309128 on 2017/02/17 by Ben.Marsh Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces. Change 3309131 on 2017/02/17 by Ben.Marsh Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again. Change 3309140 on 2017/02/17 by Ben.Marsh UAT: Fix exception moving a file from one location to another if the target directory does not exist. Change 3309212 on 2017/02/17 by Ben.Marsh Fixes/improvements for mod editor and code mods: * A separate top-level project is generated for each code mod in the Visual Studio solution. * Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods. * Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds. * Plugin browser now includes a separate category for mods. * Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings. Change 3309231 on 2017/02/17 by Steve.Robb Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<. #jira UE-42052 Change 3309248 on 2017/02/17 by Ben.Marsh Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true. Change 3309257 on 2017/02/17 by Ben.Marsh Prevent game binaries from being renamed for hot reload when working with installed projects. Change 3309355 on 2017/02/17 by Steven.Hutton Changes to make the website compatible with the new database changes. Change 3309371 on 2017/02/17 by Ben.Marsh Fix exception on shutdown when running asset registry with threads disabled. #jira UE-41951 Change 3309389 on 2017/02/17 by Ben.Zeigler #jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node Change 3309570 on 2017/02/17 by Gil.Gribb UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4. Change 3310039 on 2017/02/17 by Ben.Marsh BuildGraph: Prevent exception when trying to delete a file that does not exist. Change 3311484 on 2017/02/20 by Chris.Wood CrashReportProcess crash add retry logic improvements (CRP v1.2.16) Change 3311600 on 2017/02/20 by Matthew.Griffin Updated StripSymbols functions so that all platforms can deal with the source and target file being the same Change 3311675 on 2017/02/20 by Steve.Robb FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack. Change 3311893 on 2017/02/20 by Ben.Marsh UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines. Change 3313966 on 2017/02/21 by Ben.Marsh Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too. Change 3314398 on 2017/02/21 by Ben.Zeigler #jira UE-42212 Fix shutdown of AnimGraph module to be safer [CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
Object.TryGetBoolField(TEXT("IsMod"), bIsMod);
Object.TryGetBoolField(TEXT("Installed"), bInstalled);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2826201 on 2016/01/13 by Zabir.Hoque Add more verbose logging to try to understand #OR-11297 #lockdown Andrew.Grant #CodeReview Marcus.Wassmer #RB none #TESTS compiled Win64 debug editor, ran agora_p Change 2826170 on 2016/01/13 by Marcus.Wassmer Flush unloaded resource properly in LoadMap #codereview Gil.Gribb #rb none #test cycling game. memory is freed properly now. #lockdown Andrew.Grant Change 2826135 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General Change 2826131 on 2016/01/12 by Michael.Noland #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General Change 2826128 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main Change 2826116 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... #lockdown andrew.grant #codereview josh.markiewicz Change 2825772 on 2016/01/12 by Dmitry.Rekman Linux signal handling improvements. - Switch crash handlers to use "crash malloc" (preallocated memory) on crash. - Remove unnecessary memory allocations from graceful termination handler. #rb none #tests Run the Linux server and crashed it a few times. #codereview David.Vossel, Michael.Trepka Change 2825768 on 2016/01/12 by Josh.Markiewicz #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Change 2825703 on 2016/01/12 by Brian.Karis Switched on new motion blur. Set temporal AA sharpness to 1. #rb none #TESTS editor Change 2825689 on 2016/01/12 by Lina.Halper Fix for get animation notify crash https://jira.ol.epicgames.net/browse/OR-12248 https://jira.ol.epicgames.net/browse/OR-12348 - Also fixed the crash in preview of persona due to blend sample cache contains previous animation data - Also fixed blend space player to reinitialize cache data - The main issue is marker doesn't clamp the length, causing notifies ensure to trigger. #rb : Laurent.Delayen #tests: 10 Sparrows bot match for long time #code review: Martin.Wilson #lockdown: Andrew.Grant Change 2825680 on 2016/01/12 by Martin.Mittring fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading) #rb:Olaf.Piesche, David.Hill #test: PC, many cases Change 2825579 on 2016/01/12 by Chris.Bunner Force shadow shape bone indices on the required update list. #rb Lina.Halper, Rolando.Caloca #tests Editor #codereview Daniel.Wright #jira OR-12339 Change 2825443 on 2016/01/12 by Martin.Mittring
2016-01-14 08:11:47 -05:00
if(!Object.TryGetBoolField(TEXT("RequiresBuildPlatform"), bRequiresBuildPlatform))
{
bRequiresBuildPlatform = true;
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2857832 on 2016/02/05 by Ben.Marsh GitHub #1959 - Prevent UELinkerFixups file from using shared PCHs; it doesn't necessarily have the right compile environment to be able to use them. Change 2858189 on 2016/02/06 by Ben.Marsh Allow runtime dependencies to be optional, so we can allow games to be staged without requiring PhysX/Apex PDBs. Change 2858968 on 2016/02/08 by Ben.Marsh Allow plugins to be enabled/disabled depending on different target types. Contributed by Ben Everett/Hi-Rez Studios. Change 2859325 on 2016/02/08 by Ben.Marsh Stop adding a debug output device if it goes to the same place as the regular log output device. Prevent output messages printing to the log twice on Mac. #codereview Michael.Trepka Change 2859995 on 2016/02/09 by Matthew.Griffin Changed UnrealFileServer to be non-monolithic so that it doesn't include code that is not public Change 2860393 on 2016/02/09 by Ben.Marsh Add support for pre and post build steps for projects and plugin files. Steps are specified as a list of shell commands per-target platform, and are written to a shell script by UBT. Whenever the target is built, the pre-build steps are executed before UHT, and post-build steps are executed at the end. The following target properties are expanded with UBT properties in the commands: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile), $(PluginDir). Example JSON fragment: "PreBuildSteps": { "Win64": [ "echo EngineDir=$(EngineDir)", "echo ProjectDir=$(ProjectDir)", "echo TargetName=$(TargetName)", "echo TargetPlatform=$(TargetPlatform)", "echo TargetConfiguration=$(TargetConfiguration)", "echo TargetType=$(TargetType)", "echo ProjectFile=$(ProjectFile)", "echo PluginDir=$(PluginDir)" ] }, Change 2860504 on 2016/02/09 by Ben.Marsh Remove nodes from the grid view that we don't have any data for. Change 2860592 on 2016/02/09 by Ben.Marsh Add script to copy all UAT/UBT build products to another directory. To be used to avoid compiling multiple times on build system. Change 2861087 on 2016/02/09 by Ben.Marsh Allow UAT binaries compiled on the initial agent to be copied to all other agents in a build. Saves a lot of startup time on Mac, in particular. Change 2861788 on 2016/02/10 by Ben.Marsh Fix warnings and mangled notification email if triggers finish before all their jobsteps have been created. #lockdown Nick.Penwarden [CL 2863732 by Ben Marsh in Main branch]
2016-02-11 15:36:17 -05:00
PreBuildSteps.Read(Object, TEXT("PreBuildSteps"));
PostBuildSteps.Read(Object, TEXT("PostBuildSteps"));
return true;
}
Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //UE4/Orion-Staging @ 3134206) #lockdown Nick.Penwarden #rb none #codereview Andrew.Grant ========================== MAJOR FEATURES + CHANGES ========================== Change 2845744 on 2016/01/27 by Andrew.Grant Merging from //Orion/Dev-General @ 2845681 Change 2849210 on 2016/01/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2854307 on 2016/02/03 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2880059 on 2016/02/24 by Andrew.Grant Merging //Orion/Dev-General @ 2879808 Change 2891205 on 2016/03/02 by Andrew.Grant Merging //Orion/Dev-General @ 2889885 Change 2904080 on 2016/03/10 by Andrew.Grant Merging using //Orion/Dev-General @ 2902652 Change 2950235 on 2016/04/20 by Andrew.Grant Automerged files from Dev-General Change 2976227 on 2016/05/12 by Andrew.Grant Autoresolved files from using //Orion/Dev-General Change 3016193 on 2016/06/16 by Andrew.Grant Merging //Orion/Dev-General @ 3015761 Change 3033336 on 2016/06/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3037514 on 2016/07/05 by Andrew.Grant Merging from //Orion/Dev-General @ 3037465 Change 3091216 on 2016/08/16 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3107127 on 2016/08/30 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3129090 on 2016/09/16 by Andrew.Grant Autoresolved files from Dev-Gen @ 3130045 Change 3130536 on 2016/09/19 by Andrew.Grant To Resolve Change 3130537 on 2016/09/19 by Andrew.Grant Tricky merges? Change 3130810 on 2016/09/19 by Andrew.Grant Merging from //Orion/Dev-General @ 3130045 Change 3130880 on 2016/09/19 by Andrew.Grant Blueprint fix Change 3131009 on 2016/09/19 by Andrew.Grant removed spammy warning Change 3131216 on 2016/09/19 by Andrew.Grant Content fixes for Orion-Staging Change 3131700 on 2016/09/19 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) Change 3132144 on 2016/09/20 by Andrew.Grant Merging test framework work from Dev-General Change 3132154 on 2016/09/20 by Andrew.Grant Fix for linux client Change 3132179 on 2016/09/20 by Andrew.Grant Fixed breakages due to latest //UE4/Main Change 3132948 on 2016/09/20 by Andrew.Grant Fix for UE-36216 (replicating 3125764 from ForniteMain) Change 3133103 on 2016/09/20 by Andrew.Grant Added EpicCMSUIFramework and CommonUI to Fortnite plugin Change 3133327 on 2016/09/20 by Andrew.Grant Orion automation improvements Change 3133555 on 2016/09/20 by Andrew.Grant FIx for UE-36226 Change 3133996 on 2016/09/21 by Andrew.Grant REbuilt texture streaming Change 3134204 on 2016/09/21 by Andrew.Grant Merging audio files from Orion with correct compression settings Change 3134205 on 2016/09/21 by Andrew.Grant Fix for gameplay tag ordering from Orion, and fix for soak test report numbers Change 3134206 on 2016/09/21 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) [CL 3135156 by Marc Audy in Main branch]
2016-09-21 18:16:12 -04:00
bool FPluginDescriptor::Save(const FString& FileName, bool bPluginTypeEnabledByDefault, FText& OutFailReason) const
{
// Write the contents of the descriptor to a string. Make sure the writer is destroyed so that the contents are flushed to the string.
Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //UE4/Orion-Staging @ 3134206) #lockdown Nick.Penwarden #rb none #codereview Andrew.Grant ========================== MAJOR FEATURES + CHANGES ========================== Change 2845744 on 2016/01/27 by Andrew.Grant Merging from //Orion/Dev-General @ 2845681 Change 2849210 on 2016/01/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2854307 on 2016/02/03 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2880059 on 2016/02/24 by Andrew.Grant Merging //Orion/Dev-General @ 2879808 Change 2891205 on 2016/03/02 by Andrew.Grant Merging //Orion/Dev-General @ 2889885 Change 2904080 on 2016/03/10 by Andrew.Grant Merging using //Orion/Dev-General @ 2902652 Change 2950235 on 2016/04/20 by Andrew.Grant Automerged files from Dev-General Change 2976227 on 2016/05/12 by Andrew.Grant Autoresolved files from using //Orion/Dev-General Change 3016193 on 2016/06/16 by Andrew.Grant Merging //Orion/Dev-General @ 3015761 Change 3033336 on 2016/06/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3037514 on 2016/07/05 by Andrew.Grant Merging from //Orion/Dev-General @ 3037465 Change 3091216 on 2016/08/16 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3107127 on 2016/08/30 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3129090 on 2016/09/16 by Andrew.Grant Autoresolved files from Dev-Gen @ 3130045 Change 3130536 on 2016/09/19 by Andrew.Grant To Resolve Change 3130537 on 2016/09/19 by Andrew.Grant Tricky merges? Change 3130810 on 2016/09/19 by Andrew.Grant Merging from //Orion/Dev-General @ 3130045 Change 3130880 on 2016/09/19 by Andrew.Grant Blueprint fix Change 3131009 on 2016/09/19 by Andrew.Grant removed spammy warning Change 3131216 on 2016/09/19 by Andrew.Grant Content fixes for Orion-Staging Change 3131700 on 2016/09/19 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) Change 3132144 on 2016/09/20 by Andrew.Grant Merging test framework work from Dev-General Change 3132154 on 2016/09/20 by Andrew.Grant Fix for linux client Change 3132179 on 2016/09/20 by Andrew.Grant Fixed breakages due to latest //UE4/Main Change 3132948 on 2016/09/20 by Andrew.Grant Fix for UE-36216 (replicating 3125764 from ForniteMain) Change 3133103 on 2016/09/20 by Andrew.Grant Added EpicCMSUIFramework and CommonUI to Fortnite plugin Change 3133327 on 2016/09/20 by Andrew.Grant Orion automation improvements Change 3133555 on 2016/09/20 by Andrew.Grant FIx for UE-36226 Change 3133996 on 2016/09/21 by Andrew.Grant REbuilt texture streaming Change 3134204 on 2016/09/21 by Andrew.Grant Merging audio files from Orion with correct compression settings Change 3134205 on 2016/09/21 by Andrew.Grant Fix for gameplay tag ordering from Orion, and fix for soak test report numbers Change 3134206 on 2016/09/21 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) [CL 3135156 by Marc Audy in Main branch]
2016-09-21 18:16:12 -04:00
FString Text;
Write(Text, bPluginTypeEnabledByDefault);
// Save it to a file
if ( !FFileHelper::SaveStringToFile(Text, *FileName) )
{
OutFailReason = FText::Format( LOCTEXT("FailedToWriteOutputFile", "Failed to write output file '{0}'. Perhaps the file is Read-Only?"), FText::FromString(FileName) );
return false;
}
Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //UE4/Orion-Staging @ 3134206) #lockdown Nick.Penwarden #rb none #codereview Andrew.Grant ========================== MAJOR FEATURES + CHANGES ========================== Change 2845744 on 2016/01/27 by Andrew.Grant Merging from //Orion/Dev-General @ 2845681 Change 2849210 on 2016/01/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2854307 on 2016/02/03 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2880059 on 2016/02/24 by Andrew.Grant Merging //Orion/Dev-General @ 2879808 Change 2891205 on 2016/03/02 by Andrew.Grant Merging //Orion/Dev-General @ 2889885 Change 2904080 on 2016/03/10 by Andrew.Grant Merging using //Orion/Dev-General @ 2902652 Change 2950235 on 2016/04/20 by Andrew.Grant Automerged files from Dev-General Change 2976227 on 2016/05/12 by Andrew.Grant Autoresolved files from using //Orion/Dev-General Change 3016193 on 2016/06/16 by Andrew.Grant Merging //Orion/Dev-General @ 3015761 Change 3033336 on 2016/06/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3037514 on 2016/07/05 by Andrew.Grant Merging from //Orion/Dev-General @ 3037465 Change 3091216 on 2016/08/16 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3107127 on 2016/08/30 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3129090 on 2016/09/16 by Andrew.Grant Autoresolved files from Dev-Gen @ 3130045 Change 3130536 on 2016/09/19 by Andrew.Grant To Resolve Change 3130537 on 2016/09/19 by Andrew.Grant Tricky merges? Change 3130810 on 2016/09/19 by Andrew.Grant Merging from //Orion/Dev-General @ 3130045 Change 3130880 on 2016/09/19 by Andrew.Grant Blueprint fix Change 3131009 on 2016/09/19 by Andrew.Grant removed spammy warning Change 3131216 on 2016/09/19 by Andrew.Grant Content fixes for Orion-Staging Change 3131700 on 2016/09/19 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) Change 3132144 on 2016/09/20 by Andrew.Grant Merging test framework work from Dev-General Change 3132154 on 2016/09/20 by Andrew.Grant Fix for linux client Change 3132179 on 2016/09/20 by Andrew.Grant Fixed breakages due to latest //UE4/Main Change 3132948 on 2016/09/20 by Andrew.Grant Fix for UE-36216 (replicating 3125764 from ForniteMain) Change 3133103 on 2016/09/20 by Andrew.Grant Added EpicCMSUIFramework and CommonUI to Fortnite plugin Change 3133327 on 2016/09/20 by Andrew.Grant Orion automation improvements Change 3133555 on 2016/09/20 by Andrew.Grant FIx for UE-36226 Change 3133996 on 2016/09/21 by Andrew.Grant REbuilt texture streaming Change 3134204 on 2016/09/21 by Andrew.Grant Merging audio files from Orion with correct compression settings Change 3134205 on 2016/09/21 by Andrew.Grant Fix for gameplay tag ordering from Orion, and fix for soak test report numbers Change 3134206 on 2016/09/21 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) [CL 3135156 by Marc Audy in Main branch]
2016-09-21 18:16:12 -04:00
return true;
}
Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //UE4/Orion-Staging @ 3134206) #lockdown Nick.Penwarden #rb none #codereview Andrew.Grant ========================== MAJOR FEATURES + CHANGES ========================== Change 2845744 on 2016/01/27 by Andrew.Grant Merging from //Orion/Dev-General @ 2845681 Change 2849210 on 2016/01/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2854307 on 2016/02/03 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2880059 on 2016/02/24 by Andrew.Grant Merging //Orion/Dev-General @ 2879808 Change 2891205 on 2016/03/02 by Andrew.Grant Merging //Orion/Dev-General @ 2889885 Change 2904080 on 2016/03/10 by Andrew.Grant Merging using //Orion/Dev-General @ 2902652 Change 2950235 on 2016/04/20 by Andrew.Grant Automerged files from Dev-General Change 2976227 on 2016/05/12 by Andrew.Grant Autoresolved files from using //Orion/Dev-General Change 3016193 on 2016/06/16 by Andrew.Grant Merging //Orion/Dev-General @ 3015761 Change 3033336 on 2016/06/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3037514 on 2016/07/05 by Andrew.Grant Merging from //Orion/Dev-General @ 3037465 Change 3091216 on 2016/08/16 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3107127 on 2016/08/30 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3129090 on 2016/09/16 by Andrew.Grant Autoresolved files from Dev-Gen @ 3130045 Change 3130536 on 2016/09/19 by Andrew.Grant To Resolve Change 3130537 on 2016/09/19 by Andrew.Grant Tricky merges? Change 3130810 on 2016/09/19 by Andrew.Grant Merging from //Orion/Dev-General @ 3130045 Change 3130880 on 2016/09/19 by Andrew.Grant Blueprint fix Change 3131009 on 2016/09/19 by Andrew.Grant removed spammy warning Change 3131216 on 2016/09/19 by Andrew.Grant Content fixes for Orion-Staging Change 3131700 on 2016/09/19 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) Change 3132144 on 2016/09/20 by Andrew.Grant Merging test framework work from Dev-General Change 3132154 on 2016/09/20 by Andrew.Grant Fix for linux client Change 3132179 on 2016/09/20 by Andrew.Grant Fixed breakages due to latest //UE4/Main Change 3132948 on 2016/09/20 by Andrew.Grant Fix for UE-36216 (replicating 3125764 from ForniteMain) Change 3133103 on 2016/09/20 by Andrew.Grant Added EpicCMSUIFramework and CommonUI to Fortnite plugin Change 3133327 on 2016/09/20 by Andrew.Grant Orion automation improvements Change 3133555 on 2016/09/20 by Andrew.Grant FIx for UE-36226 Change 3133996 on 2016/09/21 by Andrew.Grant REbuilt texture streaming Change 3134204 on 2016/09/21 by Andrew.Grant Merging audio files from Orion with correct compression settings Change 3134205 on 2016/09/21 by Andrew.Grant Fix for gameplay tag ordering from Orion, and fix for soak test report numbers Change 3134206 on 2016/09/21 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) [CL 3135156 by Marc Audy in Main branch]
2016-09-21 18:16:12 -04:00
void FPluginDescriptor::Write(FString& Text, bool bPluginTypeEnabledByDefault) const
{
Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //UE4/Orion-Staging @ 3134206) #lockdown Nick.Penwarden #rb none #codereview Andrew.Grant ========================== MAJOR FEATURES + CHANGES ========================== Change 2845744 on 2016/01/27 by Andrew.Grant Merging from //Orion/Dev-General @ 2845681 Change 2849210 on 2016/01/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2854307 on 2016/02/03 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2880059 on 2016/02/24 by Andrew.Grant Merging //Orion/Dev-General @ 2879808 Change 2891205 on 2016/03/02 by Andrew.Grant Merging //Orion/Dev-General @ 2889885 Change 2904080 on 2016/03/10 by Andrew.Grant Merging using //Orion/Dev-General @ 2902652 Change 2950235 on 2016/04/20 by Andrew.Grant Automerged files from Dev-General Change 2976227 on 2016/05/12 by Andrew.Grant Autoresolved files from using //Orion/Dev-General Change 3016193 on 2016/06/16 by Andrew.Grant Merging //Orion/Dev-General @ 3015761 Change 3033336 on 2016/06/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3037514 on 2016/07/05 by Andrew.Grant Merging from //Orion/Dev-General @ 3037465 Change 3091216 on 2016/08/16 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3107127 on 2016/08/30 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3129090 on 2016/09/16 by Andrew.Grant Autoresolved files from Dev-Gen @ 3130045 Change 3130536 on 2016/09/19 by Andrew.Grant To Resolve Change 3130537 on 2016/09/19 by Andrew.Grant Tricky merges? Change 3130810 on 2016/09/19 by Andrew.Grant Merging from //Orion/Dev-General @ 3130045 Change 3130880 on 2016/09/19 by Andrew.Grant Blueprint fix Change 3131009 on 2016/09/19 by Andrew.Grant removed spammy warning Change 3131216 on 2016/09/19 by Andrew.Grant Content fixes for Orion-Staging Change 3131700 on 2016/09/19 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) Change 3132144 on 2016/09/20 by Andrew.Grant Merging test framework work from Dev-General Change 3132154 on 2016/09/20 by Andrew.Grant Fix for linux client Change 3132179 on 2016/09/20 by Andrew.Grant Fixed breakages due to latest //UE4/Main Change 3132948 on 2016/09/20 by Andrew.Grant Fix for UE-36216 (replicating 3125764 from ForniteMain) Change 3133103 on 2016/09/20 by Andrew.Grant Added EpicCMSUIFramework and CommonUI to Fortnite plugin Change 3133327 on 2016/09/20 by Andrew.Grant Orion automation improvements Change 3133555 on 2016/09/20 by Andrew.Grant FIx for UE-36226 Change 3133996 on 2016/09/21 by Andrew.Grant REbuilt texture streaming Change 3134204 on 2016/09/21 by Andrew.Grant Merging audio files from Orion with correct compression settings Change 3134205 on 2016/09/21 by Andrew.Grant Fix for gameplay tag ordering from Orion, and fix for soak test report numbers Change 3134206 on 2016/09/21 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) [CL 3135156 by Marc Audy in Main branch]
2016-09-21 18:16:12 -04:00
Text.Empty();
TSharedRef< TJsonWriter<> > WriterRef = TJsonWriterFactory<>::Create(&Text);
TJsonWriter<>& Writer = WriterRef.Get();
Writer.WriteObjectStart();
Writer.WriteValue(TEXT("FileVersion"), EProjectDescriptorVersion::Latest);
Writer.WriteValue(TEXT("Version"), Version);
Writer.WriteValue(TEXT("VersionName"), VersionName);
Writer.WriteValue(TEXT("FriendlyName"), FriendlyName);
Writer.WriteValue(TEXT("Description"), Description);
Writer.WriteValue(TEXT("Category"), Category);
Writer.WriteValue(TEXT("CreatedBy"), CreatedBy);
Writer.WriteValue(TEXT("CreatedByURL"), CreatedByURL);
Writer.WriteValue(TEXT("DocsURL"), DocsURL);
Writer.WriteValue(TEXT("MarketplaceURL"), MarketplaceURL);
Writer.WriteValue(TEXT("SupportURL"), SupportURL);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3386108) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3345860 on 2017/03/14 by Daniel.Lamb Fixed crash when building DLC #test Cook paragon. Change 3347324 on 2017/03/15 by Gil.Gribb UE4 - Removed old code relating to FAsyncArchive, FAsyncIOSubsystemBase and package level compression. The editor now uses the lowest levels on the new async IO scheme. Change 3347331 on 2017/03/15 by Robert.Manuszewski Fix for a crash caused by GC killing BP class (due to no strong references) but its CDO is being kept alive because it was in the same cluster as the class and was not marked as pending kill. #jira UE-42732 Change 3347371 on 2017/03/15 by Graeme.Thornton Fix for runtime asset cache not invalidating files with an outdated version number Change 3349161 on 2017/03/16 by Steve.Robb Generated UFUNCTION FNames no longer exported. Misc refactors of code generation. Change 3349167 on 2017/03/16 by Steve.Robb Unused TBoolConstant removed (the more general TIntegralConstant should be used instead). Change 3349274 on 2017/03/16 by Gil.Gribb UE4 - Fix loading a package that is already loaded. Change 3349534 on 2017/03/16 by Ben.Marsh UBT: Check that the SN-DBS service is running before attempting to use it. Change 3349612 on 2017/03/16 by Gil.Gribb UE4 - Increased estimate of summary size. Change 3350021 on 2017/03/16 by Gil.Gribb UE4 - Fixed crash in signature checks when mounting pak files. Change 3350052 on 2017/03/16 by Ben.Marsh Remove invalid characters from macro names before passing as macro values. Prevents compile errors for projects which have apostrophes in the name. Change 3350360 on 2017/03/16 by Ben.Marsh UAT: Fix non-threadsafe access of ExeToTimeInMs when spawning external processes. Change 3351670 on 2017/03/17 by Ben.Marsh UBT: Ignore all default libraries when creating import libs. Sometimes #pragma comment(lib, ...) directives can add force additional libraries onto the linker/librarian command line. We don't want or need these included when generating import libraries, but they can cause errors due to search paths not being able to find them. Change 3352289 on 2017/03/17 by Ben.Marsh Fix issues working with > 2GB archives caused by truncation of the return value from FArchive::Tell() down to 32-bits. Change 3352390 on 2017/03/17 by Ben.Marsh Remove unused/out of date binaries for CrashReporter. Change 3352392 on 2017/03/17 by Ben.Marsh Remove UnrealDocTool binaries. This is distributed through a Visual Studio plugin now. Change 3352410 on 2017/03/17 by Ben.Marsh Remove P4ChangeReporter. I don't believe this is used any more. Change 3352450 on 2017/03/17 by Ben.Marsh Disable including CrashReporter by default when packaging projects. This is only useful with a CrashReporter backend set up, which only usually applies to Epic internal projects. Change 3352455 on 2017/03/17 by Ben.Marsh Remove RegisterPII and TranslatedWordsCountEstimator executables. Don't believe these are used any more. Change 3352940 on 2017/03/17 by Wes.Hunt Update CRP to not send Slack queue size updates unless the waiting time is greater than 1 minute. #codereview: jin.zhang Change 3353658 on 2017/03/20 by Steve.Robb Fix for crash when importing a BP which has a populated TMap with an enum class key. Change 3354056 on 2017/03/20 by Steve.Robb TAssetPtr<T> can now be constructed from a nullptr without a full definition of T. Change 3356111 on 2017/03/21 by Graeme.Thornton Fix for UE-34131 - Support double and fname stat types in UFE stat export to CSV #jira UE-34131 Change 3358584 on 2017/03/22 by Daniel.Lamb Fixed the garbage collection keep flags when cleaning the sandbox for iterative cooking. #test Cook shootergame Change 3360379 on 2017/03/23 by Gil.Gribb UE4 - Avoid adding a linker annotation if it actually hasn't changed. Improves ConditionalBeginDestroy performance. Change 3360623 on 2017/03/23 by Gil.Gribb UE4 - Change from MarcA to avoid a redudnant removal of PrimitiveComponent from the streaming managers during ConditionalBeginDestroy. Change 3360627 on 2017/03/23 by Gil.Gribb UE4 - Optimized UObject hash tables for speed and space. Change 3361183 on 2017/03/23 by Gil.Gribb UE4 - Fixed change to NotifyPrimitiveDetached so that it works in the editor. Change 3361906 on 2017/03/23 by Steve.Robb Fix for a bad hint index when instantiating map property subobjects when the defaults has fewer but non-zero elements. #jira UE-43272 Change 3362839 on 2017/03/24 by Gil.Gribb UE4 - Fixed hash table lock optimization. Change 3367348 on 2017/03/28 by Robert.Manuszewski Making sure streamed-in SoundWaves get added to GC clusters. Change 3367386 on 2017/03/28 by Ben.Marsh EC: Pass the Semaphores property from a build type as a parameter to new build jobs. Change 3367422 on 2017/03/28 by Ben.Marsh EC: Allow limiting the number of scheduled jobs that will be automatically run at a particular time. Each build type can have a 'Semaphores' property in the branch settings file, which will be copied to newly created jobs. Before scheduling new jobs, EC is queried for the 'Semaphores' property on any running jobs, and build types with existing semaphores will be skipped. Does not prevent jobs from being run manually. Change 3367469 on 2017/03/28 by Ben.Marsh EC: Prevent multiple incremental jobs running at once. Change 3367640 on 2017/03/28 by Ben.Marsh Plugins: Add an optional EngineVersion field back into the plugin descriptor. If set, the engine will warn if the plugin is not compatible with the current engine version. Plugins will set this field by default when packaging; pass -Unversioned to override. Change 3367836 on 2017/03/28 by Uriel.Doyon Improved handled of references in the streaming manager Change 3369354 on 2017/03/29 by Graeme.Thornton Added AES encrypt/decrypt functions that take a byte array for the key Change 3369804 on 2017/03/29 by Ben.Marsh Remove incorrect "EngineVersion" settings from plugin descriptors. Change 3370462 on 2017/03/29 by Ben.Marsh Editor: Install Visual Studio 2017 by default, instead of Visual Studio 2015. Changed to use ExecElevatedProcess() to prevent installer failing to run if the current user is not already an administrator. #jira UE-43467 Change 3371598 on 2017/03/30 by Ben.Marsh UBT: Fix message for missing toolchain in VS2017. Change 3372827 on 2017/03/30 by Ben.Marsh BuildGraph: Output an error at the end of each step if any previous build products have been modified. Change 3372947 on 2017/03/30 by Ben.Marsh [Merge] Always add the host editor platform as supported in an installed build. Not doing so prevents the build platform being registered in UBT, which prevents doing any platform-specific staging operations in UAT. Change 3372958 on 2017/03/30 by Ben.Marsh [Merge] Simplify log output for cooks. Suppress additional timestamps from the editor when running through UAT. Change 3372981 on 2017/03/30 by Ben.Marsh [Merge] Modular game fixes for UAT * Store list of executable names from the receipts instead of generating them from Target/Platform/Config/Architecture combination * Get full list of staged executables from receipts instead of assuming only non-code projects are in Engine * Always pass short project name as Bootstrap argument, so that modular game exe knows which project to start Change 3373024 on 2017/03/30 by Ben.Marsh [Merge] Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep. Change 3373041 on 2017/03/30 by Ben.Marsh [Merge] Added UAT script to replace assets with another source Renamed ReplaceAssetsCommandlet to GenerateAssetsManifest as it now outputs a list of files and has nothing specific about replacing files Change 3373052 on 2017/03/30 by Ben.Marsh [Merge] Changed CopyUsingDistillFileSet command so that it can use a pre-existing manifest file instead of running commandlet Change 3373092 on 2017/03/30 by Ben.Marsh [Merge] Fixed crash attempting to load cooked static mesh in editor Change 3373112 on 2017/03/30 by Ben.Marsh [Merge] Fixed crash caused by loading cooked StaticMesh in editor that didn't have any SourceModels Change 3373132 on 2017/03/30 by Ben.Marsh [Merge] Added Additional Maps that are always cooked to the GenerateDistillFileSetsCommandlet Change 3373138 on 2017/03/30 by Ben.Marsh [Merge] Fixed code issue with playback of cooked SoundCues Skip over code using editor only data when editor data has been stripped Change 3373143 on 2017/03/30 by Ben.Marsh [Merge] Fixed crash when attempting to open multiple cooked assets Change 3373156 on 2017/03/30 by Ben.Marsh [Merge] Added commandlet to replace game assets with those from another source (intended for cooked asset replacement) Change 3373161 on 2017/03/30 by Ben.Marsh [Merge] Prevented crash by not attempting to Load Mips again if a package has cooked data Change 3373168 on 2017/03/30 by Ben.Marsh [Merge] Fix output path for DLC pak file, so it can be discovered by the engine and automatically mounted (and to stop it colliding with the main game pak file). Change 3373204 on 2017/03/30 by Ben.Marsh [Merge] Fix crash when switching levels in PIE, due to bulk data already having been discarded for cooked assets. Cooking sets BULKDATA_SingleUse for textures, but PIEing needs to keep bulk data around. Change 3373209 on 2017/03/30 by Ben.Marsh [Merge] Fix missing material in mod editor for cooked assets. Change 3373388 on 2017/03/30 by Ben.Marsh [Merge] Various improvements to the plugin browser and new plugin wizard from Robo Recall. Change 3374200 on 2017/03/31 by Ben.Marsh [Merge] Latest OdinEditor plugin from //Odin/Main, to fix build failures. Re-made change to OdinUnrealEdEngine to remove dependencies on analytics. Change 3374279 on 2017/03/31 by Ben.Marsh PR #3441: Invalid JSON in FeaturePacks (Contributed by projectgheist) Change 3374331 on 2017/03/31 by Ben.Marsh UBT: Disable warning pragmas on Mono; not supported on current compiler. #jira UE-43451 Change 3375108 on 2017/03/31 by Ben.Marsh Removing another plugin EngineVersion property. Change 3375126 on 2017/03/31 by Ben.Marsh Fix incorrect executable paths being generated for Windows. Change 3375159 on 2017/03/31 by Graeme.Thornton Pak Index Encryption - Added "-encryptindex" option to unrealpak which will encrypt the pak index, making the pak file unreadable without the associated decryption key - Added "-encryptpakindex" option to UAT to force on index encryption - Added "bEncryptPakIndex" setting to project packaging settings so pak encryption can be controlled via the editor Change 3375197 on 2017/03/31 by Graeme.Thornton Enable pak index encryption in shootergame Change 3375377 on 2017/03/31 by Ben.Marsh Add build node to submit updated UnrealPak binaries for Win64, Mac and Linux. Currently has to be run via a custom build on EC, with the target set to "Submit UnrealPak Binaries". Change 3376418 on 2017/04/03 by Ben.Marsh BuildGraph: Always clear the cached node state when running locally without having to manually specify the -ClearHistory argument. The -Resume argument allows the previous behavior of continuing a previous build. Change 3376447 on 2017/04/03 by Ben.Marsh Build: Remove some unused stream settings Change 3376469 on 2017/04/03 by Ben.Marsh Build: Add a customizable field for the script to use for custom builds in every branch. Change 3376654 on 2017/04/03 by Ben.Marsh Add a fatal error message containing the module with an outstanding reference when trying to unload it. #jira UE-42423 Change 3376747 on 2017/04/03 by Gil.Gribb UE4 - Fixed crash relating to FGenericAsyncReadFileHandle when not using the EDL. Change 3377173 on 2017/04/03 by Ben.Marsh Make sure callstacks are written to stdout following a crash on a background thread. Change 3377183 on 2017/04/03 by Ben.Marsh Removing support for building VS2013 targets. Ability to generate VS2013 project files is still allowed, but unsupported (via the -2013unsupported command line argument). Change 3377280 on 2017/04/03 by Ben.Marsh Build: Post UGS badges for all UE4 development streams, with the project set to $(Branch)/... Change 3377311 on 2017/04/03 by Ben.Marsh Build: Set the 'Semaphores' parameter for any jobs started from a schedule. Change 3377326 on 2017/04/03 by Ben.Marsh UGS: Show badges which match an entire subtree if the project field ends with "...". Change 3377392 on 2017/04/03 by Ben.Marsh Add badges to UE4/Main and UE4/Release streams, and change the names of the builds in development streams to distinguish them. Change 3377895 on 2017/04/03 by Ben.Marsh EC: Send notification emails whenever UAT fails to compile. Change 3377923 on 2017/04/03 by Ben.Marsh Build: Use a different semaphore for the common editors build target to the incremental compile build target. Change 3378297 on 2017/04/04 by Graeme.Thornton Fix incorrect generation of UE_ENGINE_DIRECTORY in UBT Change 3378301 on 2017/04/04 by Ben.Marsh UBT: Try enabling bAdaptiveUnityDisablesPCH by default, to reduce the number of build failures we see due to missing includes. Change 3378460 on 2017/04/04 by Graeme.Thornton Remove dependency preloading system from sync and async loading paths Change 3378535 on 2017/04/04 by Robert.Manuszewski Fix for audio crash when launching Ocean PIE after removing the audio chunk allocation in CL #3347324 #jira UE-43544 Change 3378575 on 2017/04/04 by Robert.Manuszewski Making sure actor clusters are not created in non-cooked builds #jira UE-43617 #jira UE-43614 Change 3378589 on 2017/04/04 by Robert.Manuszewski Disabling debug GC cluster logging #jira UE-43617 Change 3379118 on 2017/04/04 by Robert.Manuszewski Disabling actor clustering by default, keeping it on in Orion and Ocean Change 3379815 on 2017/04/04 by Ben.Marsh Revert change to derive executable names from target receipts. While a better solution than making them up, Android relies on having the base executable names for supporting multiple architectures. Change 3380811 on 2017/04/05 by Gil.Gribb UE4 - Put the special boot order things into baseengine.ini so that licensees and games can add to it. Change 3383313 on 2017/04/06 by Uriel.Doyon Integrated CL 3372436 3372765 3373272 from Dev-Rendering #JIRA UE-43669 Change 3383531 on 2017/04/06 by Ben.Marsh UGS: Ignore failures when querying whether paths exist. Permissions can cause this folder to fail, even if it will succeed at a parent directory. Change 3383786 on 2017/04/06 by Ben.Zeigler Back out changelist 3382694 and replace with CL #3383757 from bob.tellez: Fix memory stomping issue caused by removing a FFortProfileSynchronizeRequest from SynchronizeRequests in UFortRegisteredPlayerInfo::UpdateSynchronizeRequest before SynchronizeProfile had finished executing Change 3385089 on 2017/04/07 by Gil.Gribb UE4 - Critical. Fixed memory leak in pak precacher. [CL 3386123 by Ben Marsh in Main branch]
2017-04-10 11:00:33 -04:00
if (EngineVersion.Len() > 0)
{
Writer.WriteValue(TEXT("EngineVersion"), EngineVersion);
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3284872 on 2017/02/03 by Graeme.Thornton Seperate pak cache granularity from pak signing chunk size Change 3285765 on 2017/02/03 by Graeme.Thornton Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread #jira UE-41478 Change 3286913 on 2017/02/04 by Ben.Marsh IncludeTool: Merging fixes. * Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead. * Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation. Change 3287100 on 2017/02/05 by Ben.Marsh UBT: Move platform settings into platform-specific TargetRules objects. Change 3287106 on 2017/02/05 by Ben.Marsh Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information. Change 3287398 on 2017/02/06 by Steve.Robb Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together. Change 3287399 on 2017/02/06 by Steve.Robb Log verbosities made more readable in the debugger. Change 3287410 on 2017/02/06 by Steve.Robb Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all. #fyi marc.audy Change 3288020 on 2017/02/06 by Ben.Marsh Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly. Change 3291817 on 2017/02/08 by Steve.Robb New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools. Change 3292090 on 2017/02/08 by Graeme.Thornton Crash fix - don't update font engine services if it was never created #jira UE-33953 Change 3292993 on 2017/02/08 by Ben.Marsh Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH) Change 3293231 on 2017/02/08 by Ben.Marsh BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed. Change 3294213 on 2017/02/09 by Ben.Marsh EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty. Change 3294753 on 2017/02/09 by Ben.Zeigler #jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated Change 3296070 on 2017/02/09 by Ben.Zeigler Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction. Change 3296420 on 2017/02/10 by Graeme.Thornton Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed Refactored encryption and signing key access in unrealpak to make it easier to use Change 3296609 on 2017/02/10 by Ben.Marsh BuildGraph: Fix error running the <Copy> task with an empty "From" argument. * FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator) * FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory. Change 3297440 on 2017/02/10 by Ben.Marsh UBT: Move the FileFilter class into UnrealBuildTool. Change 3297725 on 2017/02/10 by Ben.Zeigler #jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both. Clean up a lot of confusingly named and broken functions on UEnum: #jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings #jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions Delete some now redundant enum editor code and pipe everything through UEnum Change 3297979 on 2017/02/10 by Ben.Zeigler Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior Change 3298299 on 2017/02/10 by Steve.Robb TTuple improvements: - equality comparable - serializable - in the correct folder 2-tuples are specialized to be syntactically compatible with both TPair and TTuple. TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer. #fyi robert.manuszewski,ben.marsh Change 3298460 on 2017/02/11 by Ben.Marsh UGS: Set the correct result from running custom tasks. Change 3298462 on 2017/02/11 by Ben.Marsh UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated. Change 3299447 on 2017/02/13 by Graeme.Thornton Fix AES and pak signing key embedding for content only projects - Force temp target when any keys are specified by project config Change 3299649 on 2017/02/13 by Steve.Robb PLATFORM_HAS_DEFAULTED_OPERATORS fixed. Other obsolete compiler switches removed. Change 3299787 on 2017/02/13 by Steve.Robb IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization. #fyi robert.manuszewski Change 3300576 on 2017/02/13 by Ben.Marsh EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter. Change 3300600 on 2017/02/13 by Ben.Marsh EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces. Change 3300624 on 2017/02/13 by Ben.Marsh Switch incremental builds for all streams to start up on the incremental agent. Change 3302134 on 2017/02/14 by Steve.Robb UnrealCodeAnalyzer removed. #fyi ben.marsh,robert.manuszewski Change 3302639 on 2017/02/14 by Ben.Zeigler Fix crash cooking odin with default command line #jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified Change 3303002 on 2017/02/14 by Ben.Zeigler #jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level #jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway Fix it so -cooksinglepackage works properly again and excludes localization and startup packages Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate Change 3303084 on 2017/02/14 by Ben.Zeigler Attempt to get Nativization and EDL working without warnings Change 3305153 on 2017/02/15 by Ben.Zeigler Fix Fortnite and Orion cook, I don't understand why this passed my local testing Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning Change 3305959 on 2017/02/16 by Gil.Gribb UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms. Change 3306159 on 2017/02/16 by Ben.Marsh Fix path to target binaries when building non-monolithic in a unique build environment. Change 3306584 on 2017/02/16 by Steve.Robb UEnum internal functions renamed from Index to Value. GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values. #fyi ben.zeigler Change 3307836 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually Fixes lighting in Infiltrator demo Change 3307929 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Second half of matinee redirector fix Change 3308840 on 2017/02/17 by Matthew.Griffin Reimplementing CL#3305808 from 4.15 Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases) Change 3309115 on 2017/02/17 by Ben.Marsh Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead. Change 3309120 on 2017/02/17 by Ben.Marsh Fix support for creating modular builds which don't use the shared build environment. Change 3309125 on 2017/02/17 by Ben.Marsh Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator. Change 3309128 on 2017/02/17 by Ben.Marsh Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces. Change 3309131 on 2017/02/17 by Ben.Marsh Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again. Change 3309140 on 2017/02/17 by Ben.Marsh UAT: Fix exception moving a file from one location to another if the target directory does not exist. Change 3309212 on 2017/02/17 by Ben.Marsh Fixes/improvements for mod editor and code mods: * A separate top-level project is generated for each code mod in the Visual Studio solution. * Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods. * Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds. * Plugin browser now includes a separate category for mods. * Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings. Change 3309231 on 2017/02/17 by Steve.Robb Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<. #jira UE-42052 Change 3309248 on 2017/02/17 by Ben.Marsh Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true. Change 3309257 on 2017/02/17 by Ben.Marsh Prevent game binaries from being renamed for hot reload when working with installed projects. Change 3309355 on 2017/02/17 by Steven.Hutton Changes to make the website compatible with the new database changes. Change 3309371 on 2017/02/17 by Ben.Marsh Fix exception on shutdown when running asset registry with threads disabled. #jira UE-41951 Change 3309389 on 2017/02/17 by Ben.Zeigler #jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node Change 3309570 on 2017/02/17 by Gil.Gribb UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4. Change 3310039 on 2017/02/17 by Ben.Marsh BuildGraph: Prevent exception when trying to delete a file that does not exist. Change 3311484 on 2017/02/20 by Chris.Wood CrashReportProcess crash add retry logic improvements (CRP v1.2.16) Change 3311600 on 2017/02/20 by Matthew.Griffin Updated StripSymbols functions so that all platforms can deal with the source and target file being the same Change 3311675 on 2017/02/20 by Steve.Robb FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack. Change 3311893 on 2017/02/20 by Ben.Marsh UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines. Change 3313966 on 2017/02/21 by Ben.Marsh Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too. Change 3314398 on 2017/02/21 by Ben.Zeigler #jira UE-42212 Fix shutdown of AnimGraph module to be safer [CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
if (CompatibleChangelist != 0)
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Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //UE4/Orion-Staging @ 3134206) #lockdown Nick.Penwarden #rb none #codereview Andrew.Grant ========================== MAJOR FEATURES + CHANGES ========================== Change 2845744 on 2016/01/27 by Andrew.Grant Merging from //Orion/Dev-General @ 2845681 Change 2849210 on 2016/01/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2854307 on 2016/02/03 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2880059 on 2016/02/24 by Andrew.Grant Merging //Orion/Dev-General @ 2879808 Change 2891205 on 2016/03/02 by Andrew.Grant Merging //Orion/Dev-General @ 2889885 Change 2904080 on 2016/03/10 by Andrew.Grant Merging using //Orion/Dev-General @ 2902652 Change 2950235 on 2016/04/20 by Andrew.Grant Automerged files from Dev-General Change 2976227 on 2016/05/12 by Andrew.Grant Autoresolved files from using //Orion/Dev-General Change 3016193 on 2016/06/16 by Andrew.Grant Merging //Orion/Dev-General @ 3015761 Change 3033336 on 2016/06/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3037514 on 2016/07/05 by Andrew.Grant Merging from //Orion/Dev-General @ 3037465 Change 3091216 on 2016/08/16 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3107127 on 2016/08/30 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3129090 on 2016/09/16 by Andrew.Grant Autoresolved files from Dev-Gen @ 3130045 Change 3130536 on 2016/09/19 by Andrew.Grant To Resolve Change 3130537 on 2016/09/19 by Andrew.Grant Tricky merges? Change 3130810 on 2016/09/19 by Andrew.Grant Merging from //Orion/Dev-General @ 3130045 Change 3130880 on 2016/09/19 by Andrew.Grant Blueprint fix Change 3131009 on 2016/09/19 by Andrew.Grant removed spammy warning Change 3131216 on 2016/09/19 by Andrew.Grant Content fixes for Orion-Staging Change 3131700 on 2016/09/19 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) Change 3132144 on 2016/09/20 by Andrew.Grant Merging test framework work from Dev-General Change 3132154 on 2016/09/20 by Andrew.Grant Fix for linux client Change 3132179 on 2016/09/20 by Andrew.Grant Fixed breakages due to latest //UE4/Main Change 3132948 on 2016/09/20 by Andrew.Grant Fix for UE-36216 (replicating 3125764 from ForniteMain) Change 3133103 on 2016/09/20 by Andrew.Grant Added EpicCMSUIFramework and CommonUI to Fortnite plugin Change 3133327 on 2016/09/20 by Andrew.Grant Orion automation improvements Change 3133555 on 2016/09/20 by Andrew.Grant FIx for UE-36226 Change 3133996 on 2016/09/21 by Andrew.Grant REbuilt texture streaming Change 3134204 on 2016/09/21 by Andrew.Grant Merging audio files from Orion with correct compression settings Change 3134205 on 2016/09/21 by Andrew.Grant Fix for gameplay tag ordering from Orion, and fix for soak test report numbers Change 3134206 on 2016/09/21 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) [CL 3135156 by Marc Audy in Main branch]
2016-09-21 18:16:12 -04:00
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Writer.WriteValue(TEXT("IsBetaVersion"), bIsBetaVersion);
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3284872 on 2017/02/03 by Graeme.Thornton Seperate pak cache granularity from pak signing chunk size Change 3285765 on 2017/02/03 by Graeme.Thornton Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread #jira UE-41478 Change 3286913 on 2017/02/04 by Ben.Marsh IncludeTool: Merging fixes. * Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead. * Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation. Change 3287100 on 2017/02/05 by Ben.Marsh UBT: Move platform settings into platform-specific TargetRules objects. Change 3287106 on 2017/02/05 by Ben.Marsh Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information. Change 3287398 on 2017/02/06 by Steve.Robb Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together. Change 3287399 on 2017/02/06 by Steve.Robb Log verbosities made more readable in the debugger. Change 3287410 on 2017/02/06 by Steve.Robb Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all. #fyi marc.audy Change 3288020 on 2017/02/06 by Ben.Marsh Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly. Change 3291817 on 2017/02/08 by Steve.Robb New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools. Change 3292090 on 2017/02/08 by Graeme.Thornton Crash fix - don't update font engine services if it was never created #jira UE-33953 Change 3292993 on 2017/02/08 by Ben.Marsh Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH) Change 3293231 on 2017/02/08 by Ben.Marsh BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed. Change 3294213 on 2017/02/09 by Ben.Marsh EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty. Change 3294753 on 2017/02/09 by Ben.Zeigler #jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated Change 3296070 on 2017/02/09 by Ben.Zeigler Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction. Change 3296420 on 2017/02/10 by Graeme.Thornton Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed Refactored encryption and signing key access in unrealpak to make it easier to use Change 3296609 on 2017/02/10 by Ben.Marsh BuildGraph: Fix error running the <Copy> task with an empty "From" argument. * FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator) * FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory. Change 3297440 on 2017/02/10 by Ben.Marsh UBT: Move the FileFilter class into UnrealBuildTool. Change 3297725 on 2017/02/10 by Ben.Zeigler #jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both. Clean up a lot of confusingly named and broken functions on UEnum: #jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings #jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions Delete some now redundant enum editor code and pipe everything through UEnum Change 3297979 on 2017/02/10 by Ben.Zeigler Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior Change 3298299 on 2017/02/10 by Steve.Robb TTuple improvements: - equality comparable - serializable - in the correct folder 2-tuples are specialized to be syntactically compatible with both TPair and TTuple. TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer. #fyi robert.manuszewski,ben.marsh Change 3298460 on 2017/02/11 by Ben.Marsh UGS: Set the correct result from running custom tasks. Change 3298462 on 2017/02/11 by Ben.Marsh UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated. Change 3299447 on 2017/02/13 by Graeme.Thornton Fix AES and pak signing key embedding for content only projects - Force temp target when any keys are specified by project config Change 3299649 on 2017/02/13 by Steve.Robb PLATFORM_HAS_DEFAULTED_OPERATORS fixed. Other obsolete compiler switches removed. Change 3299787 on 2017/02/13 by Steve.Robb IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization. #fyi robert.manuszewski Change 3300576 on 2017/02/13 by Ben.Marsh EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter. Change 3300600 on 2017/02/13 by Ben.Marsh EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces. Change 3300624 on 2017/02/13 by Ben.Marsh Switch incremental builds for all streams to start up on the incremental agent. Change 3302134 on 2017/02/14 by Steve.Robb UnrealCodeAnalyzer removed. #fyi ben.marsh,robert.manuszewski Change 3302639 on 2017/02/14 by Ben.Zeigler Fix crash cooking odin with default command line #jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified Change 3303002 on 2017/02/14 by Ben.Zeigler #jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level #jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway Fix it so -cooksinglepackage works properly again and excludes localization and startup packages Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate Change 3303084 on 2017/02/14 by Ben.Zeigler Attempt to get Nativization and EDL working without warnings Change 3305153 on 2017/02/15 by Ben.Zeigler Fix Fortnite and Orion cook, I don't understand why this passed my local testing Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning Change 3305959 on 2017/02/16 by Gil.Gribb UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms. Change 3306159 on 2017/02/16 by Ben.Marsh Fix path to target binaries when building non-monolithic in a unique build environment. Change 3306584 on 2017/02/16 by Steve.Robb UEnum internal functions renamed from Index to Value. GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values. #fyi ben.zeigler Change 3307836 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually Fixes lighting in Infiltrator demo Change 3307929 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Second half of matinee redirector fix Change 3308840 on 2017/02/17 by Matthew.Griffin Reimplementing CL#3305808 from 4.15 Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases) Change 3309115 on 2017/02/17 by Ben.Marsh Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead. Change 3309120 on 2017/02/17 by Ben.Marsh Fix support for creating modular builds which don't use the shared build environment. Change 3309125 on 2017/02/17 by Ben.Marsh Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator. Change 3309128 on 2017/02/17 by Ben.Marsh Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces. Change 3309131 on 2017/02/17 by Ben.Marsh Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again. Change 3309140 on 2017/02/17 by Ben.Marsh UAT: Fix exception moving a file from one location to another if the target directory does not exist. Change 3309212 on 2017/02/17 by Ben.Marsh Fixes/improvements for mod editor and code mods: * A separate top-level project is generated for each code mod in the Visual Studio solution. * Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods. * Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds. * Plugin browser now includes a separate category for mods. * Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings. Change 3309231 on 2017/02/17 by Steve.Robb Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<. #jira UE-42052 Change 3309248 on 2017/02/17 by Ben.Marsh Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true. Change 3309257 on 2017/02/17 by Ben.Marsh Prevent game binaries from being renamed for hot reload when working with installed projects. Change 3309355 on 2017/02/17 by Steven.Hutton Changes to make the website compatible with the new database changes. Change 3309371 on 2017/02/17 by Ben.Marsh Fix exception on shutdown when running asset registry with threads disabled. #jira UE-41951 Change 3309389 on 2017/02/17 by Ben.Zeigler #jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node Change 3309570 on 2017/02/17 by Gil.Gribb UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4. Change 3310039 on 2017/02/17 by Ben.Marsh BuildGraph: Prevent exception when trying to delete a file that does not exist. Change 3311484 on 2017/02/20 by Chris.Wood CrashReportProcess crash add retry logic improvements (CRP v1.2.16) Change 3311600 on 2017/02/20 by Matthew.Griffin Updated StripSymbols functions so that all platforms can deal with the source and target file being the same Change 3311675 on 2017/02/20 by Steve.Robb FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack. Change 3311893 on 2017/02/20 by Ben.Marsh UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines. Change 3313966 on 2017/02/21 by Ben.Marsh Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too. Change 3314398 on 2017/02/21 by Ben.Zeigler #jira UE-42212 Fix shutdown of AnimGraph module to be safer [CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
if (bIsMod)
{
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Writer.WriteValue(TEXT("Installed"), bInstalled);
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
FModuleDescriptor::WriteArray(Writer, TEXT("Modules"), Modules);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3051464 on 2016/07/15 by Nick.Darnell Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines. Change 3051465 on 2016/07/15 by Nick.Darnell Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions. Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt Fixed material editor viewport messages being blocked by viewport toolbar Change 3052025 on 2016/07/15 by Nick.Darnell Moving the placement mode hooks out of functional testing module, moving them into the editor automation module. Change 3053508 on 2016/07/18 by Stephan.Jiang Copy,Cut,Paste tracks, not for mastertracks yet. #UE-31808 Change 3054723 on 2016/07/18 by Stephan.Jiang Small fixes for typo & comments Change 3055996 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received Change 3056106 on 2016/07/19 by Trung.Le Back out changelist 3055996. Build break. Change 3056108 on 2016/07/19 by Stephan.Jiang Updating "SoundConcurrency" asseticon Change 3056389 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received #jira UE-33339 Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt More perf selection improvements: - Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path Change 3056758 on 2016/07/19 by Stephan.Jiang Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer. Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify! Change 3057635 on 2016/07/20 by Stephan.Jiang Updating visual logger icon UI Change 3057645 on 2016/07/20 by Richard.TalbotWatkin Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3057868 on 2016/07/20 by Richard.TalbotWatkin Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3057895 on 2016/07/20 by Richard.TalbotWatkin Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3057966 on 2016/07/20 by Richard.TalbotWatkin Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport Change 3058009 on 2016/07/20 by Richard.TalbotWatkin Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868. Change 3058047 on 2016/07/20 by Stephan.Jiang Fixing error on previous CL: 3056758 (extra qualification) Change 3058266 on 2016/07/20 by Nick.Darnell Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor. Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran) Change 3059214 on 2016/07/21 by Richard.TalbotWatkin Further fixes to visualizers following Component Visualizer API change. Change 3059260 on 2016/07/21 by Richard.TalbotWatkin Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang. Change 3059543 on 2016/07/21 by Stephan.Jiang Changeing level details icon Change 3059732 on 2016/07/21 by Stephan.Jiang Directional Light icon update Change 3060095 on 2016/07/21 by Stephan.Jiang Directional Light editor icon asset changed Change 3060129 on 2016/07/21 by Nick.Darnell Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance. Change 3061735 on 2016/07/22 by Stephan.Jiang Improve UMG replace with in HierarchyView function #UE-33582 Change 3062059 on 2016/07/22 by Stephan.Jiang Strip off "b" in propertyname in replace with function for tracks. Change 3062146 on 2016/07/22 by Stephan.Jiang checkin with CL: 3061735 Change 3062182 on 2016/07/22 by Stephan.Jiang Change both animation bindings' widget name when renameing the widget so the slot content is still valid Change 3062257 on 2016/07/22 by Stephan.Jiang comments Change 3062381 on 2016/07/22 by Nick.Darnell Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build. Change 3062924 on 2016/07/25 by Chris.Wood Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories. This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570 Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant) Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt PR #2619: added a search box to ModuleUI (Contributed by straymist) Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages. https://jira.ol.epicgames.net/browse/UE-33651 #jira UE-33651 Change 3063091 on 2016/07/25 by Alex.Delesky #jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber. Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Fix large FName creation time when selecting thousands of objects Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated - USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation - Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid - Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it - Removed expensive checking for brush actors when any actor is selected Change 3063749 on 2016/07/25 by Stephan.Jiang Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename() #jira UE-33711 Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3064612 on 2016/07/26 by Alex.Delesky #jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset. Change 3064647 on 2016/07/26 by Alexis.Matte #jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file. Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt Fixed typo Change 3064795 on 2016/07/26 by Jamie.Dale Fixed typo in FLocalizationModule::GetLocalizationTargetByName #jira UE-32961 Change 3066461 on 2016/07/27 by Jamie.Dale Enabled stable localization keys Change 3066463 on 2016/07/27 by Jamie.Dale Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes Change 3066467 on 2016/07/27 by Jamie.Dale Updated internationalization archives to store translations per-identity This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text. Major changes: - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper. - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static. - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig. - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now). - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead. Workflow changes: - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed). - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data. - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated. - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file). Format changes: - The archive version was bumped to 2. - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version. #jira UETOOL-897 #jira UETOOL-898 #jira UE-29481 Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt Attempt to fix linux compilation Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt Fixed data tables with structs crashing due to recent editor selection optimizations Change 3066886 on 2016/07/27 by Jamie.Dale Added required data to accurately detect TZ (needed for DST) #jira UE-28511 Change 3067122 on 2016/07/27 by Jamie.Dale Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone). Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display. Change 3067227 on 2016/07/27 by Jamie.Dale Added a test to verify that the ICU timezone is set correctly to produce local time (including DST) Change 3067313 on 2016/07/27 by Richard.TalbotWatkin Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values. #jira UE-33669 - Crash in Dev-Editor Change 3067736 on 2016/07/27 by Stephan.Jiang Border changes for experimental classes warning Change 3067769 on 2016/07/27 by Stephan.Jiang HERE BE DRAGONS for experimental class warning #UE-33780 Change 3068192 on 2016/07/28 by Alexis.Matte #jira UE-33586 make sure we remove any false warning when running fbx automation test. Change 3068264 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068293 on 2016/07/28 by Alex.Delesky #jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them. Change 3068481 on 2016/07/28 by Stephan.Jiang Adding Options to show/hide soft & hard references & dependencies in References Viewer #jira UE-33746 Change 3068585 on 2016/07/28 by Richard.TalbotWatkin Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt Fixed some issues with the selected classes not updating when objects are deselected Change 3069335 on 2016/07/28 by Jamie.Dale Fixed unintended error when trying to load a manifest/archive that didn't exist Fixed a warning when trying to load a PO file that didn't exist Change 3069408 on 2016/07/28 by Alex.Delesky #jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well. Change 3069878 on 2016/07/29 by Jamie.Dale Fixed include casing #jira UE-33910 Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary) Change 3071813 on 2016/08/01 by Jamie.Dale Fixed include casing #jira UE-33936 Change 3072043 on 2016/08/01 by Jamie.Dale Fixed FText formatting of pre-Gregorian dates We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates. #jira UE-14504 Change 3072066 on 2016/08/01 by Jamie.Dale PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist) Change 3072149 on 2016/08/01 by Jamie.Dale We no longer use the editor culture when running with -game Change 3072169 on 2016/08/01 by Richard.TalbotWatkin A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3072221 on 2016/08/01 by Jamie.Dale Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor #jira UE-33001 Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it. Reimplemented this change from the siggraph demo stream Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt Removed unused code as suggested by a pull request Change 3073750 on 2016/08/02 by Richard.TalbotWatkin Fixed formatting (broken in CL 3057895) in anticipation of merge from Main. Change 3073789 on 2016/08/02 by Jamie.Dale Added a way to mark text in text properties as culture invariant This allows you to flag properties containing text that doesn't need to be gathered. #jira UE-33713 Change 3073825 on 2016/08/02 by Stephan.Jiang Material Editor: Highligh all Nodes connect to an input. #jira UE-32502 Change 3073947 on 2016/08/02 by Stephan.Jiang UMG Project settings to show/hide different classes and categories in Palette view. --under Project Settings ->Editor->UMG Editor Change 3074012 on 2016/08/02 by Stephan.Jiang Minor changes and comments for CL: 3073947 Change 3074029 on 2016/08/02 by Jamie.Dale Deleting folders in the Content Browser now removes the folder from disk #jira UE-24303 Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt Added missing stats to track pooled vertex and index buffer cpu memory A new slate allocator was added to track memory usage for this case. Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt Renamed a few slate stats for consistency Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt Moved geometry cache asset type to the animation category. It is not a basic asset type Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt Fix a few padding and sizing issues Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt Settings UI improvements * Added the ability to search through all settings at once * Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly ------- * This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel. * Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class. *Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel. Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt Removed FBX scene as a top level option in asset filter menu in the content browser. Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt Mac warning fix Change 3075603 on 2016/08/03 by Nick.Darnell Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project. Change 3075605 on 2016/08/03 by Nick.Darnell Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser. Change 3076084 on 2016/08/03 by Jamie.Dale Added basic support for localizing plugins You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually. You need to define the localization targets your plugin uses in its .uplugin file, eg) "LocalizationTargets": [ { "Name": "Paper2D", "LoadingPolicy": "Always" } ] "Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config. "LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor). UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory). UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project. #jira UE-4217 Change 3076123 on 2016/08/03 by Stephan.Jiang Extend "Select all input nodes" function to general blueprint editor Change 3077103 on 2016/08/04 by Jamie.Dale Added support for underlined text rendering (including with drop-shadows) FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness. FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline). This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight. Change 3077842 on 2016/08/04 by Jamie.Dale Fixed fallout from API changes Change 3077999 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078000 on 2016/08/04 by Trung.Le Categories VREditor-specific UMG widget assets as "VR Editor" #jira UE-34134 Change 3078056 on 2016/08/04 by Nick.Darnell Build - Fixing a mac compiler warning, reodering constructor initializers. Change 3078813 on 2016/08/05 by Nick.Darnell Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests. Change 3078818 on 2016/08/05 by Nick.Darnell Additional rename and cleanup associated with test moving. Change 3078819 on 2016/08/05 by Nick.Darnell Removing the Oculus performance automation test, not running, and was unclaimed. Change 3078842 on 2016/08/05 by Nick.Darnell Continued reorganizing tests. Change 3078897 on 2016/08/05 by Nick.Darnell Additional changes to get some moved tests compiling Change 3079157 on 2016/08/05 by Nick.Darnell Making it possible to browse provider names thorugh the source control module interface. Change 3079176 on 2016/08/05 by Stephan.Jiang Add shortcut Ctrl+Shift+Space to rotate through different viewport options #jira UE-34140 Change 3079208 on 2016/08/05 by Stephan.Jiang Fix new animation name check in UMG Change 3079278 on 2016/08/05 by Nick.Darnell Fixing the build Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3081155 on 2016/08/08 by Nick.Darnell Fixing some issues with the editor tests / runtime tests under certain build configs. Change 3081243 on 2016/08/08 by Stephan.Jiang Add gesture in LevelViewport to switch between Top/Bottom...etc. Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt Work around animations not playing in paragon due to bsp rebuilds (UE-34391) Change 3082254 on 2016/08/09 by Stephan.Jiang DragTool_ViewportChange init changes [CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
FLocalizationTargetDescriptor::WriteArray(Writer, TEXT("LocalizationTargets"), LocalizationTargets);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2826201 on 2016/01/13 by Zabir.Hoque Add more verbose logging to try to understand #OR-11297 #lockdown Andrew.Grant #CodeReview Marcus.Wassmer #RB none #TESTS compiled Win64 debug editor, ran agora_p Change 2826170 on 2016/01/13 by Marcus.Wassmer Flush unloaded resource properly in LoadMap #codereview Gil.Gribb #rb none #test cycling game. memory is freed properly now. #lockdown Andrew.Grant Change 2826135 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General Change 2826131 on 2016/01/12 by Michael.Noland #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General Change 2826128 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main Change 2826116 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... #lockdown andrew.grant #codereview josh.markiewicz Change 2825772 on 2016/01/12 by Dmitry.Rekman Linux signal handling improvements. - Switch crash handlers to use "crash malloc" (preallocated memory) on crash. - Remove unnecessary memory allocations from graceful termination handler. #rb none #tests Run the Linux server and crashed it a few times. #codereview David.Vossel, Michael.Trepka Change 2825768 on 2016/01/12 by Josh.Markiewicz #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Change 2825703 on 2016/01/12 by Brian.Karis Switched on new motion blur. Set temporal AA sharpness to 1. #rb none #TESTS editor Change 2825689 on 2016/01/12 by Lina.Halper Fix for get animation notify crash https://jira.ol.epicgames.net/browse/OR-12248 https://jira.ol.epicgames.net/browse/OR-12348 - Also fixed the crash in preview of persona due to blend sample cache contains previous animation data - Also fixed blend space player to reinitialize cache data - The main issue is marker doesn't clamp the length, causing notifies ensure to trigger. #rb : Laurent.Delayen #tests: 10 Sparrows bot match for long time #code review: Martin.Wilson #lockdown: Andrew.Grant Change 2825680 on 2016/01/12 by Martin.Mittring fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading) #rb:Olaf.Piesche, David.Hill #test: PC, many cases Change 2825579 on 2016/01/12 by Chris.Bunner Force shadow shape bone indices on the required update list. #rb Lina.Halper, Rolando.Caloca #tests Editor #codereview Daniel.Wright #jira OR-12339 Change 2825443 on 2016/01/12 by Martin.Mittring
2016-01-14 08:11:47 -05:00
if(!bRequiresBuildPlatform)
{
Writer.WriteValue(TEXT("RequiresBuildPlatform"), bRequiresBuildPlatform);
}
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2857832 on 2016/02/05 by Ben.Marsh GitHub #1959 - Prevent UELinkerFixups file from using shared PCHs; it doesn't necessarily have the right compile environment to be able to use them. Change 2858189 on 2016/02/06 by Ben.Marsh Allow runtime dependencies to be optional, so we can allow games to be staged without requiring PhysX/Apex PDBs. Change 2858968 on 2016/02/08 by Ben.Marsh Allow plugins to be enabled/disabled depending on different target types. Contributed by Ben Everett/Hi-Rez Studios. Change 2859325 on 2016/02/08 by Ben.Marsh Stop adding a debug output device if it goes to the same place as the regular log output device. Prevent output messages printing to the log twice on Mac. #codereview Michael.Trepka Change 2859995 on 2016/02/09 by Matthew.Griffin Changed UnrealFileServer to be non-monolithic so that it doesn't include code that is not public Change 2860393 on 2016/02/09 by Ben.Marsh Add support for pre and post build steps for projects and plugin files. Steps are specified as a list of shell commands per-target platform, and are written to a shell script by UBT. Whenever the target is built, the pre-build steps are executed before UHT, and post-build steps are executed at the end. The following target properties are expanded with UBT properties in the commands: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile), $(PluginDir). Example JSON fragment: "PreBuildSteps": { "Win64": [ "echo EngineDir=$(EngineDir)", "echo ProjectDir=$(ProjectDir)", "echo TargetName=$(TargetName)", "echo TargetPlatform=$(TargetPlatform)", "echo TargetConfiguration=$(TargetConfiguration)", "echo TargetType=$(TargetType)", "echo ProjectFile=$(ProjectFile)", "echo PluginDir=$(PluginDir)" ] }, Change 2860504 on 2016/02/09 by Ben.Marsh Remove nodes from the grid view that we don't have any data for. Change 2860592 on 2016/02/09 by Ben.Marsh Add script to copy all UAT/UBT build products to another directory. To be used to avoid compiling multiple times on build system. Change 2861087 on 2016/02/09 by Ben.Marsh Allow UAT binaries compiled on the initial agent to be copied to all other agents in a build. Saves a lot of startup time on Mac, in particular. Change 2861788 on 2016/02/10 by Ben.Marsh Fix warnings and mangled notification email if triggers finish before all their jobsteps have been created. #lockdown Nick.Penwarden [CL 2863732 by Ben Marsh in Main branch]
2016-02-11 15:36:17 -05:00
if(!PreBuildSteps.IsEmpty())
{
PreBuildSteps.Write(Writer, TEXT("PreBuildSteps"));
}
if(!PostBuildSteps.IsEmpty())
{
PostBuildSteps.Write(Writer, TEXT("PostBuildSteps"));
}
Writer.WriteObjectEnd();
Writer.Close();
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
FPluginReferenceDescriptor::FPluginReferenceDescriptor( const FString& InName, bool bInEnabled, const FString& InMarketplaceURL )
: Name(InName)
, bEnabled(bInEnabled)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2826201 on 2016/01/13 by Zabir.Hoque Add more verbose logging to try to understand #OR-11297 #lockdown Andrew.Grant #CodeReview Marcus.Wassmer #RB none #TESTS compiled Win64 debug editor, ran agora_p Change 2826170 on 2016/01/13 by Marcus.Wassmer Flush unloaded resource properly in LoadMap #codereview Gil.Gribb #rb none #test cycling game. memory is freed properly now. #lockdown Andrew.Grant Change 2826135 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General Change 2826131 on 2016/01/12 by Michael.Noland #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General Change 2826128 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main Change 2826116 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... #lockdown andrew.grant #codereview josh.markiewicz Change 2825772 on 2016/01/12 by Dmitry.Rekman Linux signal handling improvements. - Switch crash handlers to use "crash malloc" (preallocated memory) on crash. - Remove unnecessary memory allocations from graceful termination handler. #rb none #tests Run the Linux server and crashed it a few times. #codereview David.Vossel, Michael.Trepka Change 2825768 on 2016/01/12 by Josh.Markiewicz #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Change 2825703 on 2016/01/12 by Brian.Karis Switched on new motion blur. Set temporal AA sharpness to 1. #rb none #TESTS editor Change 2825689 on 2016/01/12 by Lina.Halper Fix for get animation notify crash https://jira.ol.epicgames.net/browse/OR-12248 https://jira.ol.epicgames.net/browse/OR-12348 - Also fixed the crash in preview of persona due to blend sample cache contains previous animation data - Also fixed blend space player to reinitialize cache data - The main issue is marker doesn't clamp the length, causing notifies ensure to trigger. #rb : Laurent.Delayen #tests: 10 Sparrows bot match for long time #code review: Martin.Wilson #lockdown: Andrew.Grant Change 2825680 on 2016/01/12 by Martin.Mittring fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading) #rb:Olaf.Piesche, David.Hill #test: PC, many cases Change 2825579 on 2016/01/12 by Chris.Bunner Force shadow shape bone indices on the required update list. #rb Lina.Halper, Rolando.Caloca #tests Editor #codereview Daniel.Wright #jira OR-12339 Change 2825443 on 2016/01/12 by Martin.Mittring
2016-01-14 08:11:47 -05:00
, bOptional(false)
, MarketplaceURL(InMarketplaceURL)
{ }
bool FPluginReferenceDescriptor::IsEnabledForPlatform( const FString& Platform ) const
{
// If it's not enabled at all, return false
if(!bEnabled)
{
return false;
}
// If there is a list of whitelisted platforms, and this isn't one of them, return false
if(WhitelistPlatforms.Num() > 0 && !WhitelistPlatforms.Contains(Platform))
{
return false;
}
// If this platform is blacklisted, also return false
if(BlacklistPlatforms.Contains(Platform))
{
return false;
}
return true;
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2857832 on 2016/02/05 by Ben.Marsh GitHub #1959 - Prevent UELinkerFixups file from using shared PCHs; it doesn't necessarily have the right compile environment to be able to use them. Change 2858189 on 2016/02/06 by Ben.Marsh Allow runtime dependencies to be optional, so we can allow games to be staged without requiring PhysX/Apex PDBs. Change 2858968 on 2016/02/08 by Ben.Marsh Allow plugins to be enabled/disabled depending on different target types. Contributed by Ben Everett/Hi-Rez Studios. Change 2859325 on 2016/02/08 by Ben.Marsh Stop adding a debug output device if it goes to the same place as the regular log output device. Prevent output messages printing to the log twice on Mac. #codereview Michael.Trepka Change 2859995 on 2016/02/09 by Matthew.Griffin Changed UnrealFileServer to be non-monolithic so that it doesn't include code that is not public Change 2860393 on 2016/02/09 by Ben.Marsh Add support for pre and post build steps for projects and plugin files. Steps are specified as a list of shell commands per-target platform, and are written to a shell script by UBT. Whenever the target is built, the pre-build steps are executed before UHT, and post-build steps are executed at the end. The following target properties are expanded with UBT properties in the commands: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile), $(PluginDir). Example JSON fragment: "PreBuildSteps": { "Win64": [ "echo EngineDir=$(EngineDir)", "echo ProjectDir=$(ProjectDir)", "echo TargetName=$(TargetName)", "echo TargetPlatform=$(TargetPlatform)", "echo TargetConfiguration=$(TargetConfiguration)", "echo TargetType=$(TargetType)", "echo ProjectFile=$(ProjectFile)", "echo PluginDir=$(PluginDir)" ] }, Change 2860504 on 2016/02/09 by Ben.Marsh Remove nodes from the grid view that we don't have any data for. Change 2860592 on 2016/02/09 by Ben.Marsh Add script to copy all UAT/UBT build products to another directory. To be used to avoid compiling multiple times on build system. Change 2861087 on 2016/02/09 by Ben.Marsh Allow UAT binaries compiled on the initial agent to be copied to all other agents in a build. Saves a lot of startup time on Mac, in particular. Change 2861788 on 2016/02/10 by Ben.Marsh Fix warnings and mangled notification email if triggers finish before all their jobsteps have been created. #lockdown Nick.Penwarden [CL 2863732 by Ben Marsh in Main branch]
2016-02-11 15:36:17 -05:00
bool FPluginReferenceDescriptor::IsEnabledForTarget(const FString& Target) const
{
// If it's not enabled at all, return false
if (!bEnabled)
{
return false;
}
// If there is a list of whitelisted platforms, and this isn't one of them, return false
if (WhitelistTargets.Num() > 0 && !WhitelistTargets.Contains(Target))
{
return false;
}
// If this platform is blacklisted, also return false
if (BlacklistTargets.Contains(Target))
{
return false;
}
return true;
}
bool FPluginReferenceDescriptor::Read( const FJsonObject& Object, FText& OutFailReason )
{
// Get the name
if(!Object.TryGetStringField(TEXT("Name"), Name))
{
OutFailReason = LOCTEXT("PluginReferenceWithoutName", "Plugin references must have a 'Name' field");
return false;
}
// Get the enabled field
if(!Object.TryGetBoolField(TEXT("Enabled"), bEnabled))
{
OutFailReason = LOCTEXT("PluginReferenceWithoutEnabled", "Plugin references must have an 'Enabled' field");
return false;
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2826201 on 2016/01/13 by Zabir.Hoque Add more verbose logging to try to understand #OR-11297 #lockdown Andrew.Grant #CodeReview Marcus.Wassmer #RB none #TESTS compiled Win64 debug editor, ran agora_p Change 2826170 on 2016/01/13 by Marcus.Wassmer Flush unloaded resource properly in LoadMap #codereview Gil.Gribb #rb none #test cycling game. memory is freed properly now. #lockdown Andrew.Grant Change 2826135 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General Change 2826131 on 2016/01/12 by Michael.Noland #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General Change 2826128 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main Change 2826116 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... #lockdown andrew.grant #codereview josh.markiewicz Change 2825772 on 2016/01/12 by Dmitry.Rekman Linux signal handling improvements. - Switch crash handlers to use "crash malloc" (preallocated memory) on crash. - Remove unnecessary memory allocations from graceful termination handler. #rb none #tests Run the Linux server and crashed it a few times. #codereview David.Vossel, Michael.Trepka Change 2825768 on 2016/01/12 by Josh.Markiewicz #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Change 2825703 on 2016/01/12 by Brian.Karis Switched on new motion blur. Set temporal AA sharpness to 1. #rb none #TESTS editor Change 2825689 on 2016/01/12 by Lina.Halper Fix for get animation notify crash https://jira.ol.epicgames.net/browse/OR-12248 https://jira.ol.epicgames.net/browse/OR-12348 - Also fixed the crash in preview of persona due to blend sample cache contains previous animation data - Also fixed blend space player to reinitialize cache data - The main issue is marker doesn't clamp the length, causing notifies ensure to trigger. #rb : Laurent.Delayen #tests: 10 Sparrows bot match for long time #code review: Martin.Wilson #lockdown: Andrew.Grant Change 2825680 on 2016/01/12 by Martin.Mittring fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading) #rb:Olaf.Piesche, David.Hill #test: PC, many cases Change 2825579 on 2016/01/12 by Chris.Bunner Force shadow shape bone indices on the required update list. #rb Lina.Halper, Rolando.Caloca #tests Editor #codereview Daniel.Wright #jira OR-12339 Change 2825443 on 2016/01/12 by Martin.Mittring
2016-01-14 08:11:47 -05:00
// Read the optional field
Object.TryGetBoolField(TEXT("Optional"), bOptional);
// Read the metadata for users that don't have the plugin installed
Object.TryGetStringField(TEXT("Description"), Description);
Object.TryGetStringField(TEXT("MarketplaceURL"), MarketplaceURL);
// Get the platform lists
Object.TryGetStringArrayField(TEXT("WhitelistPlatforms"), WhitelistPlatforms);
Object.TryGetStringArrayField(TEXT("BlacklistPlatforms"), BlacklistPlatforms);
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2857832 on 2016/02/05 by Ben.Marsh GitHub #1959 - Prevent UELinkerFixups file from using shared PCHs; it doesn't necessarily have the right compile environment to be able to use them. Change 2858189 on 2016/02/06 by Ben.Marsh Allow runtime dependencies to be optional, so we can allow games to be staged without requiring PhysX/Apex PDBs. Change 2858968 on 2016/02/08 by Ben.Marsh Allow plugins to be enabled/disabled depending on different target types. Contributed by Ben Everett/Hi-Rez Studios. Change 2859325 on 2016/02/08 by Ben.Marsh Stop adding a debug output device if it goes to the same place as the regular log output device. Prevent output messages printing to the log twice on Mac. #codereview Michael.Trepka Change 2859995 on 2016/02/09 by Matthew.Griffin Changed UnrealFileServer to be non-monolithic so that it doesn't include code that is not public Change 2860393 on 2016/02/09 by Ben.Marsh Add support for pre and post build steps for projects and plugin files. Steps are specified as a list of shell commands per-target platform, and are written to a shell script by UBT. Whenever the target is built, the pre-build steps are executed before UHT, and post-build steps are executed at the end. The following target properties are expanded with UBT properties in the commands: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile), $(PluginDir). Example JSON fragment: "PreBuildSteps": { "Win64": [ "echo EngineDir=$(EngineDir)", "echo ProjectDir=$(ProjectDir)", "echo TargetName=$(TargetName)", "echo TargetPlatform=$(TargetPlatform)", "echo TargetConfiguration=$(TargetConfiguration)", "echo TargetType=$(TargetType)", "echo ProjectFile=$(ProjectFile)", "echo PluginDir=$(PluginDir)" ] }, Change 2860504 on 2016/02/09 by Ben.Marsh Remove nodes from the grid view that we don't have any data for. Change 2860592 on 2016/02/09 by Ben.Marsh Add script to copy all UAT/UBT build products to another directory. To be used to avoid compiling multiple times on build system. Change 2861087 on 2016/02/09 by Ben.Marsh Allow UAT binaries compiled on the initial agent to be copied to all other agents in a build. Saves a lot of startup time on Mac, in particular. Change 2861788 on 2016/02/10 by Ben.Marsh Fix warnings and mangled notification email if triggers finish before all their jobsteps have been created. #lockdown Nick.Penwarden [CL 2863732 by Ben Marsh in Main branch]
2016-02-11 15:36:17 -05:00
// Get the target lists
Object.TryGetStringArrayField(TEXT("WhitelistTargets"), WhitelistTargets);
Object.TryGetStringArrayField(TEXT("BlacklistTargets"), BlacklistTargets);
return true;
}
bool FPluginReferenceDescriptor::ReadArray( const FJsonObject& Object, const TCHAR* Name, TArray<FPluginReferenceDescriptor>& OutPlugins, FText& OutFailReason )
{
const TArray< TSharedPtr<FJsonValue> > *Array;
if (Object.TryGetArrayField(Name, Array))
{
for (const TSharedPtr<FJsonValue> &Item : *Array)
{
const TSharedPtr<FJsonObject> *ObjectPtr;
if (Item.IsValid() && Item->TryGetObject(ObjectPtr))
{
FPluginReferenceDescriptor Plugin;
if (!Plugin.Read(*ObjectPtr->Get(), OutFailReason))
{
return false;
}
OutPlugins.Add(Plugin);
}
}
}
return true;
}
void FPluginReferenceDescriptor::Write( TJsonWriter<>& Writer ) const
{
Writer.WriteObjectStart();
Writer.WriteValue(TEXT("Name"), Name);
Writer.WriteValue(TEXT("Enabled"), bEnabled);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2826201 on 2016/01/13 by Zabir.Hoque Add more verbose logging to try to understand #OR-11297 #lockdown Andrew.Grant #CodeReview Marcus.Wassmer #RB none #TESTS compiled Win64 debug editor, ran agora_p Change 2826170 on 2016/01/13 by Marcus.Wassmer Flush unloaded resource properly in LoadMap #codereview Gil.Gribb #rb none #test cycling game. memory is freed properly now. #lockdown Andrew.Grant Change 2826135 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General Change 2826131 on 2016/01/12 by Michael.Noland #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General Change 2826128 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main Change 2826116 on 2016/01/12 by Michael.Noland Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation - Disabled async streaming for the duration of the QOS ping measurement to avoid hitches - Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future) - Added logging of the current average frame time when the datacenter ping is finalized - Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4) #jira OR-12453 #rb paul.moore #tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc... #lockdown andrew.grant #codereview josh.markiewicz Change 2825772 on 2016/01/12 by Dmitry.Rekman Linux signal handling improvements. - Switch crash handlers to use "crash malloc" (preallocated memory) on crash. - Remove unnecessary memory allocations from graceful termination handler. #rb none #tests Run the Linux server and crashed it a few times. #codereview David.Vossel, Michael.Trepka Change 2825768 on 2016/01/12 by Josh.Markiewicz #UE4 - added print out of MS/FPS during Qos ping evaluation #rb michael.noland #tests loaded up through login screen to see output Change 2825703 on 2016/01/12 by Brian.Karis Switched on new motion blur. Set temporal AA sharpness to 1. #rb none #TESTS editor Change 2825689 on 2016/01/12 by Lina.Halper Fix for get animation notify crash https://jira.ol.epicgames.net/browse/OR-12248 https://jira.ol.epicgames.net/browse/OR-12348 - Also fixed the crash in preview of persona due to blend sample cache contains previous animation data - Also fixed blend space player to reinitialize cache data - The main issue is marker doesn't clamp the length, causing notifies ensure to trigger. #rb : Laurent.Delayen #tests: 10 Sparrows bot match for long time #code review: Martin.Wilson #lockdown: Andrew.Grant Change 2825680 on 2016/01/12 by Martin.Mittring fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading) #rb:Olaf.Piesche, David.Hill #test: PC, many cases Change 2825579 on 2016/01/12 by Chris.Bunner Force shadow shape bone indices on the required update list. #rb Lina.Halper, Rolando.Caloca #tests Editor #codereview Daniel.Wright #jira OR-12339 Change 2825443 on 2016/01/12 by Martin.Mittring
2016-01-14 08:11:47 -05:00
if (bEnabled && bOptional)
{
Writer.WriteValue(TEXT("Optional"), bOptional);
}
if (Description.Len() > 0)
{
Writer.WriteValue(TEXT("Description"), Description);
}
if (MarketplaceURL.Len() > 0)
{
Writer.WriteValue(TEXT("MarketplaceURL"), MarketplaceURL);
}
if (WhitelistPlatforms.Num() > 0)
{
Writer.WriteArrayStart(TEXT("WhitelistPlatforms"));
for (int Idx = 0; Idx < WhitelistPlatforms.Num(); Idx++)
{
Writer.WriteValue(WhitelistPlatforms[Idx]);
}
Writer.WriteArrayEnd();
}
if (BlacklistPlatforms.Num() > 0)
{
Writer.WriteArrayStart(TEXT("BlacklistPlatforms"));
for (int Idx = 0; Idx < BlacklistPlatforms.Num(); Idx++)
{
Writer.WriteValue(BlacklistPlatforms[Idx]);
}
Writer.WriteArrayEnd();
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2857832 on 2016/02/05 by Ben.Marsh GitHub #1959 - Prevent UELinkerFixups file from using shared PCHs; it doesn't necessarily have the right compile environment to be able to use them. Change 2858189 on 2016/02/06 by Ben.Marsh Allow runtime dependencies to be optional, so we can allow games to be staged without requiring PhysX/Apex PDBs. Change 2858968 on 2016/02/08 by Ben.Marsh Allow plugins to be enabled/disabled depending on different target types. Contributed by Ben Everett/Hi-Rez Studios. Change 2859325 on 2016/02/08 by Ben.Marsh Stop adding a debug output device if it goes to the same place as the regular log output device. Prevent output messages printing to the log twice on Mac. #codereview Michael.Trepka Change 2859995 on 2016/02/09 by Matthew.Griffin Changed UnrealFileServer to be non-monolithic so that it doesn't include code that is not public Change 2860393 on 2016/02/09 by Ben.Marsh Add support for pre and post build steps for projects and plugin files. Steps are specified as a list of shell commands per-target platform, and are written to a shell script by UBT. Whenever the target is built, the pre-build steps are executed before UHT, and post-build steps are executed at the end. The following target properties are expanded with UBT properties in the commands: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile), $(PluginDir). Example JSON fragment: "PreBuildSteps": { "Win64": [ "echo EngineDir=$(EngineDir)", "echo ProjectDir=$(ProjectDir)", "echo TargetName=$(TargetName)", "echo TargetPlatform=$(TargetPlatform)", "echo TargetConfiguration=$(TargetConfiguration)", "echo TargetType=$(TargetType)", "echo ProjectFile=$(ProjectFile)", "echo PluginDir=$(PluginDir)" ] }, Change 2860504 on 2016/02/09 by Ben.Marsh Remove nodes from the grid view that we don't have any data for. Change 2860592 on 2016/02/09 by Ben.Marsh Add script to copy all UAT/UBT build products to another directory. To be used to avoid compiling multiple times on build system. Change 2861087 on 2016/02/09 by Ben.Marsh Allow UAT binaries compiled on the initial agent to be copied to all other agents in a build. Saves a lot of startup time on Mac, in particular. Change 2861788 on 2016/02/10 by Ben.Marsh Fix warnings and mangled notification email if triggers finish before all their jobsteps have been created. #lockdown Nick.Penwarden [CL 2863732 by Ben Marsh in Main branch]
2016-02-11 15:36:17 -05:00
if (WhitelistTargets.Num() > 0)
{
Writer.WriteArrayStart(TEXT("WhitelistTargets"));
for (int Idx = 0; Idx < WhitelistTargets.Num(); Idx++)
{
Writer.WriteValue(WhitelistTargets[Idx]);
}
Writer.WriteArrayEnd();
}
if (BlacklistTargets.Num() > 0)
{
Writer.WriteArrayStart(TEXT("BlacklistTargets"));
for (int Idx = 0; Idx < BlacklistTargets.Num(); Idx++)
{
Writer.WriteValue(BlacklistTargets[Idx]);
}
Writer.WriteArrayEnd();
}
Writer.WriteObjectEnd();
}
void FPluginReferenceDescriptor::WriteArray( TJsonWriter<>& Writer, const TCHAR* Name, const TArray<FPluginReferenceDescriptor>& Plugins )
{
if( Plugins.Num() > 0)
{
Writer.WriteArrayStart(Name);
for (int Idx = 0; Idx < Plugins.Num(); Idx++)
{
Plugins[Idx].Write(Writer);
}
Writer.WriteArrayEnd();
}
}
#undef LOCTEXT_NAMESPACE