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UnrealEngineUWP/Engine/Source/Programs/AutomationTool/BuildGraph/Tasks/SignTask.cs

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using AutomationTool;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
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using System.Xml;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3550452 by Ben.Marsh UAT: Improve readability of error message when an editor commandlet fails with an error code. Change 3551179 by Ben.Marsh Add methods for reading text files into an array of strings. Change 3551260 by Ben.Marsh Core: Change FFileHelper routines to use enum classes for flags. Change 3555697 by Gil.Gribb Fixed a rare crash when the asset registry scanner found old cooked files with package level compression. #jira UE-47668 Change 3556464 by Ben.Marsh UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files. Change 3557630 by Ben.Marsh Allow the network version to be set via Build.version if it's not overriden from Version.h. Change 3561357 by Gil.Gribb Fixed crashes related to loading old unversioned files in the editor. #jira UE-47806 Change 3565711 by Graeme.Thornton PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx) Change 3565864 by Robert.Manuszewski Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object. Change 3569022 by Ben.Marsh PR #3849: Update gitignore (Contributed by mhutch) Change 3569113 by Ben.Marsh Fix Japanese errors not displaying correctly in the cook output log. #jira UE-47746 Change 3569486 by Ben.Marsh UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set. Change 3570483 by Graeme.Thornton Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors Change 3570513 by Robert.Manuszewski Fix for a race condition with async loading thread enabled. Change 3570664 by Ben.Marsh UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core. Change 3570708 by Robert.Manuszewski Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running. Change 3571592 by Ben.Marsh UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available. Change 3572215 by Graeme.Thornton UBT - Remove some unnecessary using directives - Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself Change 3572437 by Robert.Manuszewski Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects. #jira UE-44996 Change 3572480 by Robert.Manuszewski MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long Change 3573547 by Ben.Marsh Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line. Change 3574562 by Robert.Manuszewski PR #3847: Add GC callbacks for script integrations (Contributed by mhutch) Change 3575017 by Ben.Marsh Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core. Change 3575689 by Ben.Marsh Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds. Change 3575934 by Steve.Robb Fix for nested preprocessor definitions. Change 3575961 by Steve.Robb Fix for nested zeros. Change 3576297 by Robert.Manuszewski Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread. #jira FORT-38977 Change 3576366 by Ben.Marsh Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated. Change 3578290 by Graeme.Thornton Changes to Ionic zip library to allow building on dot net core Change 3578291 by Graeme.Thornton Ionic zip library binaries built for .NET Core Change 3578354 by Graeme.Thornton Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string Change 3578674 by Robert.Manuszewski After loading packages flush linker cache on uncooked platforms to free precache memory Change 3579068 by Steve.Robb Fix for CLASS_Intrinsic getting stomped. Fix to EClassFlags so that they are visible in the debugger. Re-added mysteriously-removed comments. Change 3579228 by Steve.Robb BOM removed. Change 3579297 by Ben.Marsh Fix exception if a plugin lists the same module twice. #jira UE-48232 Change 3579898 by Robert.Manuszewski When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert. Change 3579983 by Robert.Manuszewski More fixes for freeing linker cache memory in the editor. Change 3580012 by Graeme.Thornton Remove redundant copy of FileReference.cs Change 3580408 by Ben.Marsh Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect. Change 3582104 by Graeme.Thornton Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path. Change 3582131 by Graeme.Thornton #define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway. Change 3582645 by Ben.Marsh PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola) #jira UE-48192 Change 3583955 by Robert.Manuszewski Support for EDL cooked packages in the editor Change 3584035 by Graeme.Thornton Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly. Change 3584177 by Robert.Manuszewski Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached) Change 3584315 by Ben.Marsh Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class. Change 3584370 by Ben.Marsh Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes. Change 3584498 by Ben.Marsh Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes. Change 3585003 by Steve.Robb Fix for TChunkedArray ranged-for iteration. #jira UE-48297 Change 3585235 by Ben.Marsh Remove LogEngine extern from Core; use the platform log channels instead. Change 3585942 by Ben.Marsh Move MessageBoxExt() implementation into application layer for platforms that require it. Change 3587071 by Ben.Marsh Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL. Change 3587161 by Ben.Marsh Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h. Change 3587579 by Steve.Robb Fix for Children list not being rebuilt after hot reload. Change 3587584 by Graeme.Thornton Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again Change 3587586 by Graeme.Thornton Changes to make UBT build and run on .NET Core - Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups - VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use - After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects Change 3587953 by Steve.Robb Allow arbitrary UENUM initializers for enumerators. Editor-only data UENUM support. Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated. #jira UE-46274 Change 3589827 by Graeme.Thornton More fixes for VSCode project generation and for UBT running on .NET Core - Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts - UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel - Added documentation for UEConsoleTraceListener - All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files - Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose" - Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff Change 3589868 by Graeme.Thornton Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures. UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases Change 3589919 by Robert.Manuszewski Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor) Change 3589940 by Graeme.Thornton Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths. Change 3590078 by Graeme.Thornton Fully disable automatic assembly info generation in .NET Core projects Change 3590534 by Robert.Manuszewski Marking UObject as intrinsic clas to fix a crash on UFE startup. Change 3591498 by Gil.Gribb UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading. Change 3591605 by Gil.Gribb UE4 - Follow up to fixing several edge cases in the low level async loading code. Change 3592577 by Graeme.Thornton .NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates Change 3592684 by Steve.Robb Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush. Change 3592710 by Steve.Robb Fix for invalid casts in ListProps command. Some name changes in command output. Change 3592715 by Ben.Marsh Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default. Change 3592767 by Gil.Gribb UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules. Change 3592770 by Gil.Gribb UE4 - Fixed a race condition with async read completion in the prescence of cancels. Change 3593090 by Steve.Robb Better error message when there two clashing type names are found. Change 3593697 by Steve.Robb VisitTupleElements function, which calls a functor for each element in the tuple. Change 3595206 by Ben.Marsh Include additional diagnostics for missing imports when a module load fails. Change 3596140 by Graeme.Thornton Batch file for running MSBuild Change 3596267 by Steve.Robb Thread safety fix to FPaths::GetProjectFilePath(). Change 3596271 by Robert.Manuszewski Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor #jira UE-47535 Change 3596283 by Steve.Robb Redundant casts removed from UHT. Change 3596303 by Ben.Marsh EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window. Change 3596337 by Ben.Marsh UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio. Change 3596367 by Steve.Robb Iterator checks in ranged-for on TMap, TSet and TSparseArray. Change 3596410 by Gil.Gribb UE4 - Improved some error messages on runtime failures in the EDL. Change 3596532 by Ben.Marsh UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013. #jira UE-48119 Change 3596631 by Steve.Robb Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder. Change 3596807 by Ben.Marsh Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense. * UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables. * Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration. Change 3596957 by Steve.Robb UBT can be used to write out an .objsrcmap file for use with the MapFileParser. Renaming of ObjMap to ObjSrcMap in MapFileParser. Change 3597213 by Ben.Marsh Remove AutoReporter. We don't support this any more. Change 3597558 by Ben.Marsh UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax: +ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar") The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable. Change 3597982 by Ben.Marsh Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache). #jira UE-47173 Change 3598045 by Ben.Marsh UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI). Change 3599214 by Ben.Marsh Avoid string duplication when comparing extensions. Change 3600038 by Steve.Robb Fix for maps being modified during iteration in cache compaction. Change 3600136 by Steve.Robb GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool Change 3600214 by Steve.Robb More accurate error message when unsupported template parameters are provided in a TSet property. Change 3600232 by Ben.Marsh UBT: Force UHT to run again if the .build.cs file for a module has changed. #jira UE-46119 Change 3600246 by Steve.Robb GitHub #3045 : allow multiple interface definition in a file Change 3600645 by Ben.Marsh Convert QAGame to Include-What-You-Use. Change 3600897 by Ben.Marsh Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes. Change 3601558 by Graeme.Thornton Simple first pass VSCode editor integration plugin Change 3601658 by Graeme.Thornton Enable intellisense generation for VS Code project files and setup include paths properly Change 3601762 by Ben.Marsh UBT: Add support for adaptive non-unity builds when working from a Git repository. The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged. Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior: <SourceFileWorkingSet> <Provider>Default</Provider> <!-- May be None, Default, Git or Perforce --> <RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. --> <GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH --> </SourceFileWorkingSet> Change 3604032 by Graeme.Thornton First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows. Change 3604038 by Graeme.Thornton Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor. Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code. Change 3604106 by Steve.Robb GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro Change 3604192 by Steve.Robb GitHub #3911 : Improving ToUpper/ToLower efficiency Change 3604273 by Graeme.Thornton IWYU build fixes when malloc profiler is enabled Change 3605457 by Ben.Marsh Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it. Change 3606720 by James.Hopkin Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn. Change 3606807 by Graeme.Thornton Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741. Change 3607026 by James.Hopkin Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed Change 3607142 by Graeme.Thornton UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose. Change 3607146 by Ben.Marsh UGS: Fix exception due to formatting string when Perforce throws an error. Change 3607147 by Steve.Robb Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time. Float and double conversion support added to int properties. NAME_DoubleProperty added. Fix for converting enum class enumerators > 255 to int properties. Change 3607516 by Ben.Marsh PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames) Change 3610421 by Ben.Marsh UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help. Change 3610657 by Ben.Marsh UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables. Change 3611000 by Ben.Marsh UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument. Change 3612471 by Ben.Marsh UBT: Move FastJSON into DotNETUtilities. Change 3613479 by Ben.Marsh UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator. Change 3613910 by Ben.Marsh UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later. Change 3614075 by Ben.Marsh UBT: Remove hacks for testing project file attributes by name. Change 3614090 by Ben.Marsh UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary. Change 3614488 by Ben.Marsh UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled. Change 3614490 by Ben.Marsh UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself. Change 3614962 by Ben.Marsh UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers. Change 3615416 by Ben.Marsh EC: Include an icon showing the overall status of a build in the grid view. Change 3615713 by Ben.Marsh UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder. #jira UE-48987 Change 3616652 by Ben.Marsh Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project. #jira UE-49007 Change 3616680 by Ben.Marsh Add the CodeAPI-HTML.tgz file into the installed engine build. Change 3616767 by Ben.Marsh Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible. Change 3616864 by Ben.Marsh Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended. #jira UE-48711 Change 3619964 by Ben.Marsh UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables. Change 3548930 by Ben.Marsh UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction. Change 3558056 by Ben.Marsh Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()). Change 3563309 by Graeme.Thornton Moved some common C# classes into the DotNETCommon assembly Change 3570283 by Graeme.Thornton Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore Change 3572811 by Ben.Marsh UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables). Change 3573397 by Ben.Marsh UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS. Change 3575659 by Ben.Marsh Remove CHM API documentation. Change 3582103 by Graeme.Thornton Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core Removed reference to System.Windows.Form from UBT. Change 3584113 by Ben.Marsh Move key-mapping functionality into the InputCore module. Change 3584278 by Ben.Marsh Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc. Change 3584453 by Ben.Marsh Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms. Change 3585301 by Ben.Marsh Move PlatformPostInit() into an FPlatformApplicationMisc function. Change 3587050 by Ben.Marsh Move IsThisApplicationForeground() into FPlatformApplicationMisc. Change 3587059 by Ben.Marsh Move RequiresVirtualKeyboard() into FPlatformApplicationMisc. Change 3587119 by Ben.Marsh Move GetAbsoluteLogFilename() into FPlatformMisc. Change 3587800 by Steve.Robb Fixes to container visualizers for types whose pointer type isn't simply Type*. Change 3588393 by Ben.Marsh Move platform output devices into their own headers. Change 3588868 by Ben.Marsh Move creation of console, error and warning output devices int PlatformApplicationMisc. Change 3589879 by Graeme.Thornton All automation projects now have a reference to DotNETUtilities Fixed a build error in the WEX automation library Change 3590034 by Ben.Marsh Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac). Change 3593754 by Steve.Robb Fix for tuple debugger visualization. Change 3597208 by Ben.Marsh Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees. Change 3600163 by Ben.Marsh UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned. #jira UE-46725 Change 3604279 by Graeme.Thornton Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects Change 3606685 by James.Hopkin Removed redundant 'Cast's (casting to either the same type or a base). In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass. Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp. Change 3610950 by Ben.Marsh UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic. Change 3610991 by Ben.Marsh UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line. Change 3612342 by Ben.Marsh UBT: Change JsonObject.Read() to take a FileReference parameter. Change 3612362 by Ben.Marsh UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects. Change 3619128 by Ben.Marsh Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures. [CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
using Tools.DotNETCommon;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
using UnrealBuildTool;
namespace BuildGraph.Tasks
{
/// <summary>
/// Parameters for a task that strips symbols from a set of files
/// </summary>
public class SignTaskParameters
{
/// <summary>
/// List of file specifications separated by semicolons (eg. *.cpp;Engine/.../*.bat), or the name of a tag set
/// </summary>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3092544) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3079316 on 2016/08/05 by Ben.Marsh Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header. Change 3080579 on 2016/08/08 by Ben.Marsh Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h. Change 3080587 on 2016/08/08 by Ben.Marsh StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h. Change 3080789 on 2016/08/08 by Ben.Marsh Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them. Change 3080815 on 2016/08/08 by Ben.Marsh BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information. Change 3081374 on 2016/08/08 by Ben.Marsh UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment. Change 3083152 on 2016/08/09 by Ben.Marsh PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous) Change 3084039 on 2016/08/10 by Ben.Marsh BuildGraph: Add additional markup for parameter attributes. Also improve some documation. Change 3084240 on 2016/08/10 by Ben.Marsh Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times. Change 3084337 on 2016/08/10 by Ben.Marsh UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense. Change 3085594 on 2016/08/11 by Ben.Marsh Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now. Change 3085999 on 2016/08/11 by Ben.Marsh Add some missing #pragma once directives. Change 3086146 on 2016/08/11 by Ben.Marsh Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file. Change 3086172 on 2016/08/11 by Ben.Marsh Fixup some C-style header guards to use #pragma once instead. Change 3087289 on 2016/08/12 by Ben.Marsh Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files) Change 3087310 on 2016/08/12 by Ben.Marsh Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module. Change 3087341 on 2016/08/12 by Ben.Marsh UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included. Change 3087457 on 2016/08/12 by Ben.Marsh Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h). Change 3088407 on 2016/08/13 by Ben.Marsh Replace use of Windows SIZE_T define with the regular C++ size_t. Change 3088416 on 2016/08/13 by Ben.Marsh Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything. Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH. Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included. Change 3088544 on 2016/08/14 by Ben.Marsh Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it. Change 3088552 on 2016/08/14 by Ben.Marsh Fix compile errors for some modules that don't already include CoreUObject.h. Change 3088925 on 2016/08/15 by Ben.Marsh Remove circular include dependencies from VulkanRHI. Change 3088926 on 2016/08/15 by Ben.Marsh Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead. Change 3088930 on 2016/08/15 by Ben.Marsh Remove circular include dependency from PhysX. Change 3088935 on 2016/08/15 by Ben.Marsh OnlineSubsystemUtils: Move CPP files out of public header directory. Change 3088965 on 2016/08/15 by Ben.Marsh Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules. Change 3088966 on 2016/08/15 by Ben.Marsh Engine: Move CPP files out of public header directories. Change 3089520 on 2016/08/15 by Ben.Marsh BuildGraph: Change documentation command to output markdown. Change 3090299 on 2016/08/16 by Ben.Marsh D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation. Change 3090303 on 2016/08/16 by Ben.Marsh Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue. Change 3091861 on 2016/08/17 by Ben.Marsh Remove circular header dependencies, and fix ambiguous include paths in OSVR. Change 3092068 on 2016/08/17 by Ben.Marsh Moving VulkanDynamicRHI into its own header. Change 3093133 on 2016/08/18 by Ben.Marsh EC: Include additional context lines for Clang errors. Change 3093147 on 2016/08/18 by Ben.Marsh UBT: Add an error message when attempting to do a single-file compile with the wrong target selected. Change 3093228 on 2016/08/18 by Ben.Marsh Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config. [CL 3093264 by Ben Marsh in Main branch]
2016-08-18 10:28:43 -04:00
[TaskParameter(ValidationType = TaskParameterValidationType.FileSpec)]
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
public string Files;
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
/// <summary>
/// Tag to be applied to build products of this task
/// </summary>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969) ========================== MAJOR FEATURES + CHANGES ========================== Change 2986511 on 2016/05/23 by Ben.Marsh UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in. Change 2993274 on 2016/05/27 by Ben.Marsh Fix UGS enumerating deleted .target.cs files when trying to detect editor target name. Change 2994265 on 2016/05/31 by Ben.Marsh Add info about setting up CIS integration and zipped editor builds in UGS. Change 2994275 on 2016/05/31 by Ben.Marsh PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans) Change 2994287 on 2016/05/31 by Ben.Marsh UnrealGameSync: Add information about how UGS self-patches and updates. Change 2996928 on 2016/06/01 by Ben.Marsh UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet. Change 2997619 on 2016/06/02 by Ben.Marsh UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file. Change 2999769 on 2016/06/03 by Ben.Marsh UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not. Change 3004879 on 2016/06/07 by Ben.Marsh Remove copy of AWSSDK in NotForLicensees folder. Change 3004902 on 2016/06/07 by Ben.Marsh UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder. Change 3005892 on 2016/06/08 by Ben.Marsh Add the GitHub promotion to the UE4 binary release build. Change 3016241 on 2016/06/16 by Ben.Marsh UGS: Always sync version files at the same changelist as everything else (rather than head revision) Change 3016446 on 2016/06/16 by Ben.Marsh PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist) Change 3016472 on 2016/06/16 by Ben.Marsh PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot) Change 3017694 on 2016/06/17 by Ben.Marsh EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments. Change 3017695 on 2016/06/17 by Ben.Marsh UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders. #jira UE-24271 Change 3017698 on 2016/06/17 by Ben.Marsh Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types). #jira UEB-664 Change 3017701 on 2016/06/17 by Ben.Marsh BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node. Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read. All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency. Change 3017714 on 2016/06/17 by Ben.Marsh BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task). Change 3018007 on 2016/06/17 by Ben.Marsh UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt. #jira UE-28761 Change 3018322 on 2016/06/17 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3018365 on 2016/06/17 by Ben.Marsh Misc: Fixes for warnings compiling ShaderCompileWorker on Clang Change 3018397 on 2016/06/17 by Ben.Marsh UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT Change 3019421 on 2016/06/20 by Ben.Marsh Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead. Change 3019423 on 2016/06/20 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3020377 on 2016/06/20 by Ben.Marsh UBT: Fix strings not being escaped before writing to JSON files. Change 3020378 on 2016/06/20 by Ben.Marsh UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list. Change 3020966 on 2016/06/21 by Ben.Marsh EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main. #rb none #lockdown Nick.Penwarden [CL 3020980 by Ben Marsh in Main branch]
2016-06-21 09:17:49 -04:00
[TaskParameter(Optional = true, ValidationType = TaskParameterValidationType.TagList)]
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
public string Tag;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
/// <summary>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3092544) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3079316 on 2016/08/05 by Ben.Marsh Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header. Change 3080579 on 2016/08/08 by Ben.Marsh Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h. Change 3080587 on 2016/08/08 by Ben.Marsh StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h. Change 3080789 on 2016/08/08 by Ben.Marsh Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them. Change 3080815 on 2016/08/08 by Ben.Marsh BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information. Change 3081374 on 2016/08/08 by Ben.Marsh UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment. Change 3083152 on 2016/08/09 by Ben.Marsh PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous) Change 3084039 on 2016/08/10 by Ben.Marsh BuildGraph: Add additional markup for parameter attributes. Also improve some documation. Change 3084240 on 2016/08/10 by Ben.Marsh Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times. Change 3084337 on 2016/08/10 by Ben.Marsh UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense. Change 3085594 on 2016/08/11 by Ben.Marsh Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now. Change 3085999 on 2016/08/11 by Ben.Marsh Add some missing #pragma once directives. Change 3086146 on 2016/08/11 by Ben.Marsh Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file. Change 3086172 on 2016/08/11 by Ben.Marsh Fixup some C-style header guards to use #pragma once instead. Change 3087289 on 2016/08/12 by Ben.Marsh Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files) Change 3087310 on 2016/08/12 by Ben.Marsh Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module. Change 3087341 on 2016/08/12 by Ben.Marsh UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included. Change 3087457 on 2016/08/12 by Ben.Marsh Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h). Change 3088407 on 2016/08/13 by Ben.Marsh Replace use of Windows SIZE_T define with the regular C++ size_t. Change 3088416 on 2016/08/13 by Ben.Marsh Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything. Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH. Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included. Change 3088544 on 2016/08/14 by Ben.Marsh Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it. Change 3088552 on 2016/08/14 by Ben.Marsh Fix compile errors for some modules that don't already include CoreUObject.h. Change 3088925 on 2016/08/15 by Ben.Marsh Remove circular include dependencies from VulkanRHI. Change 3088926 on 2016/08/15 by Ben.Marsh Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead. Change 3088930 on 2016/08/15 by Ben.Marsh Remove circular include dependency from PhysX. Change 3088935 on 2016/08/15 by Ben.Marsh OnlineSubsystemUtils: Move CPP files out of public header directory. Change 3088965 on 2016/08/15 by Ben.Marsh Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules. Change 3088966 on 2016/08/15 by Ben.Marsh Engine: Move CPP files out of public header directories. Change 3089520 on 2016/08/15 by Ben.Marsh BuildGraph: Change documentation command to output markdown. Change 3090299 on 2016/08/16 by Ben.Marsh D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation. Change 3090303 on 2016/08/16 by Ben.Marsh Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue. Change 3091861 on 2016/08/17 by Ben.Marsh Remove circular header dependencies, and fix ambiguous include paths in OSVR. Change 3092068 on 2016/08/17 by Ben.Marsh Moving VulkanDynamicRHI into its own header. Change 3093133 on 2016/08/18 by Ben.Marsh EC: Include additional context lines for Clang errors. Change 3093147 on 2016/08/18 by Ben.Marsh UBT: Add an error message when attempting to do a single-file compile with the wrong target selected. Change 3093228 on 2016/08/18 by Ben.Marsh Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config. [CL 3093264 by Ben Marsh in Main branch]
2016-08-18 10:28:43 -04:00
/// Signs a set of executable files with an installed certificate.
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// </summary>
[TaskElement("Sign", typeof(SignTaskParameters))]
public class SignTask : CustomTask
{
/// <summary>
/// Parameters for this task
/// </summary>
SignTaskParameters Parameters;
/// <summary>
/// Construct a spawn task
/// </summary>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3092544) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3079316 on 2016/08/05 by Ben.Marsh Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header. Change 3080579 on 2016/08/08 by Ben.Marsh Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h. Change 3080587 on 2016/08/08 by Ben.Marsh StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h. Change 3080789 on 2016/08/08 by Ben.Marsh Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them. Change 3080815 on 2016/08/08 by Ben.Marsh BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information. Change 3081374 on 2016/08/08 by Ben.Marsh UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment. Change 3083152 on 2016/08/09 by Ben.Marsh PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous) Change 3084039 on 2016/08/10 by Ben.Marsh BuildGraph: Add additional markup for parameter attributes. Also improve some documation. Change 3084240 on 2016/08/10 by Ben.Marsh Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times. Change 3084337 on 2016/08/10 by Ben.Marsh UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense. Change 3085594 on 2016/08/11 by Ben.Marsh Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now. Change 3085999 on 2016/08/11 by Ben.Marsh Add some missing #pragma once directives. Change 3086146 on 2016/08/11 by Ben.Marsh Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file. Change 3086172 on 2016/08/11 by Ben.Marsh Fixup some C-style header guards to use #pragma once instead. Change 3087289 on 2016/08/12 by Ben.Marsh Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files) Change 3087310 on 2016/08/12 by Ben.Marsh Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module. Change 3087341 on 2016/08/12 by Ben.Marsh UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included. Change 3087457 on 2016/08/12 by Ben.Marsh Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h). Change 3088407 on 2016/08/13 by Ben.Marsh Replace use of Windows SIZE_T define with the regular C++ size_t. Change 3088416 on 2016/08/13 by Ben.Marsh Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything. Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH. Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included. Change 3088544 on 2016/08/14 by Ben.Marsh Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it. Change 3088552 on 2016/08/14 by Ben.Marsh Fix compile errors for some modules that don't already include CoreUObject.h. Change 3088925 on 2016/08/15 by Ben.Marsh Remove circular include dependencies from VulkanRHI. Change 3088926 on 2016/08/15 by Ben.Marsh Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead. Change 3088930 on 2016/08/15 by Ben.Marsh Remove circular include dependency from PhysX. Change 3088935 on 2016/08/15 by Ben.Marsh OnlineSubsystemUtils: Move CPP files out of public header directory. Change 3088965 on 2016/08/15 by Ben.Marsh Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules. Change 3088966 on 2016/08/15 by Ben.Marsh Engine: Move CPP files out of public header directories. Change 3089520 on 2016/08/15 by Ben.Marsh BuildGraph: Change documentation command to output markdown. Change 3090299 on 2016/08/16 by Ben.Marsh D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation. Change 3090303 on 2016/08/16 by Ben.Marsh Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue. Change 3091861 on 2016/08/17 by Ben.Marsh Remove circular header dependencies, and fix ambiguous include paths in OSVR. Change 3092068 on 2016/08/17 by Ben.Marsh Moving VulkanDynamicRHI into its own header. Change 3093133 on 2016/08/18 by Ben.Marsh EC: Include additional context lines for Clang errors. Change 3093147 on 2016/08/18 by Ben.Marsh UBT: Add an error message when attempting to do a single-file compile with the wrong target selected. Change 3093228 on 2016/08/18 by Ben.Marsh Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config. [CL 3093264 by Ben Marsh in Main branch]
2016-08-18 10:28:43 -04:00
/// <param name="InParameters">Parameters for the task</param>
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
public SignTask(SignTaskParameters InParameters)
{
Parameters = InParameters;
}
/// <summary>
/// Execute the task.
/// </summary>
/// <param name="Job">Information about the current job</param>
/// <param name="BuildProducts">Set of build products produced by this node.</param>
/// <param name="TagNameToFileSet">Mapping from tag names to the set of files they include</param>
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3494741 by Steve.Robb Generated code size savings. #jira UE-43048 Change 3495484 by Steve.Robb Fix for generated indices of static arrays when saving configs. Change 3497926 by Robert.Manuszewski Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything. Change 3498077 by Robert.Manuszewski Only use the recursion guard in async loading code when the event driven loader is enabled. Change 3498112 by Ben.Marsh UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own. Change 3500239 by Robert.Manuszewski Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes. Change 3500395 by Steve.Robb Extra codegen savings when not in hot reload. Change 3501004 by Steve.Robb EObjectFlags now have constexpr operators. Change 3502079 by Ben.Marsh UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary. Change 3502527 by Steve.Robb Fix for zero-sized array compile error in generated code when all functions are editor-only. Change 3502542 by Ben.Marsh UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead. Change 3502868 by Steve.Robb Workaround for inefficient generated code with stateless lambdas on Clang. Change 3503550 by Steve.Robb Another generated code lambda optimization. Change 3503582 by Ben.Marsh BuildGraph: Add support for nullable parameter types. Change 3504424 by Steve.Robb New AllOf, AnyOf and NoneOf algorithms. Change 3504712 by Ben.Marsh UAT: Less spammy log and error output from UAT. * Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception). * Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information. * AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log) * Name of the calling function is not included in console output by default, but still included in the log. Change 3504808 by Ben.Marsh UAT: Suppress P4 output when running a recursive instance of UAT. Change 3505044 by Steve.Robb Code generation improved for TCppClassType code. Change 3505485 by Ben.Marsh Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module. Change 3505699 by Ben.Marsh Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins. Change 3506055 by Ben.Marsh UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output. Change 3507745 by Robert.Manuszewski Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses). Change 3507911 by Ben.Marsh Plugins: Minor changes to plugin descriptors. * Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors. * Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from. Change 3508669 by Ben.Marsh EC: Parse multi-line messages from UBT and UAT. Change 3508691 by Ben.Marsh Fix double-spacing of cook stats. Change 3509245 by Steve.Robb UHT makefiles removed. Flag audit removed. Change 3509275 by Steve.Robb Fix for mismatched stat categories in AudioMixer. #jira UE-46129 Change 3509289 by Robert.Manuszewski Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably. Change 3509294 by Robert.Manuszewski UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it. Change 3509312 by Steve.Robb GitHub# 3679: Add TArray constructor that takes a raw pointer and a count Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too. #jira UE-46136 Change 3509396 by Steve.Robb GitHub# 3676: Fix TUnion operator<< compile error #jira UE-46099 Change 3509633 by Steve.Robb Fix for line numbers on multiline macros. Change 3509938 by Gil.Gribb UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading. Change 3510593 by Daniel.Lamb Fixed up unsoilicited files getting populated with files which aren't finished being created yet. #test None Change 3510594 by Daniel.Lamb Fixed up temp files directory for patching. Thanks David Yerkess @ Milestone #review@Ben.Marsh Change 3511628 by Ben.Marsh PR #3707: Fixed UBT stack size (Contributed by gildor2) Change 3511808 by Ben.Marsh Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git) #jira UE-46540 Change 3512017 by Ben.Marsh Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface. Change 3513935 by Steve.Robb Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477. Change 3514142 by Steve.Robb MemoryProfiler2 added to generated solution. Change 3516463 by Ben.Marsh Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user. Change 3517860 by Ben.Marsh PR #3727: FString Dereference Fixes (Contributed by jovisgCL) Change 3517967 by Ben.Marsh Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line. Change 3518070 by Steve.Robb Disable Binned2 stats in shipping non-editor builds. Change 3520079 by Steve.Robb Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions. #jira UE-24034 Change 3520080 by Robert.Manuszewski Made max package summary size to be configurable with ini setting Change 3520083 by Steve.Robb Force a GC after hot reload to clean up reinstanced objects which may still tick. #jira UE-40421 Change 3520480 by Robert.Manuszewski Improved assert message when the initial package read request was too small. Change 3520590 by Graeme.Thornton SignedArchiveReader optimizations - Loads more stats - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries Change 3521023 by Graeme.Thornton Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing Change 3521787 by Ben.Marsh PR #3736: Small static code analysis fixes (Contributed by jovisgCL) Change 3521789 by Ben.Marsh PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar) Change 3524721 by Ben.Marsh Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core. Change 3524741 by Ben.Marsh Move PumpMessages() into FPlatformApplicationMisc. Change 3525399 by Ben.Marsh UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment. Change 3525743 by Ben.Marsh UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds. Change 3525746 by Ben.Marsh EC: Include the clobber option on new workspaces, to allow overriding version files when syncing. Change 3526453 by Ben.Marsh UGS: Do not generate project files when syncing precompiled binaries. Change 3527045 by Ben.Marsh Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting. Change 3527420 by Ben.Marsh UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing). Config files are now read from: Engine/Programs/UnrealGameSync/UnrealGameSync.ini Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini If a project is selected: <ProjectDir>/Build/UnrealGameSync.ini <ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini If the .uprojectdirs file is selected: Engine/Programs/UnrealGameSync/DefaultProject.ini Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini Change 3528063 by Ben.Marsh Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse. Change 3528415 by Ben.Marsh UAT: Remove \r characters from the end of multiline log messages. Change 3528427 by Ben.Marsh EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent. Change 3528485 by Ben.Marsh EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places. Change 3528505 by Steve.Robb PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL) #jira UE-46819 Change 3528772 by Robert.Manuszewski Enabling actor and blueprint clustering in ShooterGame Change 3528786 by Robert.Manuszewski PR #3760: Fix typo (Contributed by jesseyeh) Change 3528792 by Steve.Robb PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL) #jira UE-46962 Change 3528941 by Robert.Manuszewski Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object. #jira UE-44996 Change 3530241 by Ben.Marsh UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value. Change 3531377 by Ben.Marsh Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it. This has several advantages over the per-module platform whitelist/blacklist: * Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore. * References to dependent plugins from platform-specific plugins can now be eliminated. * Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly). * The editor can load any plugins without having to whitelist supported editor host platforms. UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime. Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary. Change 3531502 by Jin.Zhang Add support for GPUCrash #rb Change 3531664 by Ben.Marsh UBT: Change output format from C# JSON writer to match output by the engine. Change 3531848 by Ben.Marsh UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable. Change 3531869 by Ben.Marsh UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field. Change 3532474 by Ben.Marsh UBT: Use the same mechanism as UAT for logging exceptions. Change 3532734 by Graeme.Thornton Initial VSCode Support - Tasks generated for building all game/engine/program targets - Debugging support for targets on Win64 Change 3532789 by Steve.Robb FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap. Set_Add and Map_Add no longer have a return value. FScriptSet::Find and FScriptMap::Find functions are now FindIndex. FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash. Change 3532845 by Steve.Robb Obsolete UHT settings deleted. Change 3532875 by Graeme.Thornton VSCode - Add debug targets for different target configurations - Choose between VS debugger (windows) and GDB (mac/linux) Change 3532906 by Graeme.Thornton VSCode - Point all builds directly at UBT rather than the batch files - Adjust mac build tasks to run through mono Change 3532924 by Ben.Marsh UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root. Change 3535234 by Graeme.Thornton VSCode - Pass intellisense system a list of paths to use for header resolution Change 3535247 by Graeme.Thornton UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation Change 3535376 by Graeme.Thornton VSCode - Added build jobs for C# projects - Linked launch tasks to relevant build task Change 3537083 by Ben.Marsh EC: Change P4 swarm links to start at the changelist for a build. Change 3537368 by Graeme.Thornton Fix for crash in FSignedArchiveReader when multithreading is disabled Change 3537550 by Graeme.Thornton Fixed a crash in the taskgraph when running single threaded Change 3537922 by Steve.Robb Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT. Change 3539691 by Graeme.Thornton VSCode - Various updates to get PC and Mac C++ projects building and debugging. - Some other changes to C# setup to allow compilation. Debugging doesn't work. Change 3539775 by Ben.Marsh Plugins: Various fixes to settings for enabling plugins. * Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled). * Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed. * Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them. Change 3540788 by Ben.Marsh UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile). Example usage: public class UnrealPakTarget : TargetRules { public UnrealPakTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "UnrealPak"; if(HostPlatform == UnrealTargetPlatform.Win64) { PreBuildSteps.Add("echo Before building:"); PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); PostBuildSteps.Add("echo After building!"); PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); } } } Change 3541664 by Graeme.Thornton VSCode - Add problemMatcher tag to cpp build targets Change 3541732 by Graeme.Thornton VSCode - Change UBT command line switch to "-vscode" for simplicity Change 3541967 by Graeme.Thornton VSCode - Fixes for Mac/Linux build steps Change 3541968 by Ben.Marsh CRP: Pass through the EnabledPlugins element in crash context XML files. #jira UE-46912 Change 3542519 by Ben.Marsh UBT: Add chain of references to error messages when configuring plugins. Change 3542523 by Ben.Marsh UBT: Add more useful error message when attempt to parse a JSON object fails. Change 3542658 by Ben.Marsh UBT: Include a chain of references when reporting errors instantiating modules. Change 3543432 by Ben.Marsh Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set. Change 3543436 by Ben.Marsh UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails. Change 3543536 by Ben.Marsh UBT: Downgrade message about redundant plugin references to a warning. Change 3543871 by Gil.Gribb UE4 - Fixed a critical crash bug with non-EDL loading from pak files. Change 3543924 by Robert.Manuszewski Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes. +Small optimization to token stream generation code. Change 3544469 by Jin.Zhang Crashes page displays the list of plugins from the crash context #rb Change 3544608 by Steve.Robb Fix for nativized generated code. #jira UE-47452 Change 3544612 by Ben.Marsh Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages(). #jira UE-47449 Change 3545954 by Gil.Gribb Fixed a critical crash bug relating to a race condition in async package summary reading. Change 3545968 by Ben.Marsh UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same. #jira UE-47419 Change 3545976 by Ben.Marsh EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch. Change 3546185 by Ben.Marsh Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped. Change 3547084 by Gil.Gribb Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms. Change 3547968 by Gil.Gribb Fixed critical race which potentially could cause a crash in the pak precacher. Change 3504722 by Ben.Marsh BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run. For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as: ERROR: Unable to write to foo.txt while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" /> at Engine\Build\InstalledEngineBuild.xml(91) (see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace) Change 3512255 by Ben.Marsh Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated. Change 3512332 by Ben.Marsh Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4. Change 3512393 by Ben.Marsh Rename FPaths::GameLogDir() to FPaths::ProjectLogDir(). Change 3513452 by Ben.Marsh Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project. Change 3516262 by Ben.Marsh Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor. * Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod. * The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders). Change 3517565 by Ben.Marsh Remove fixed engine version numbers from OSS plugins. Change 3518005 by Ben.Marsh UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false. Change 3518054 by Ben.Marsh UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard. Change 3524496 by Ben.Marsh Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core. Change 3524641 by Ben.Marsh Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc. Change 3528723 by Steve.Robb MoveTemp now static asserts if passed a const reference or rvalue. MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious. Fixes to violations of these new rules. Change 3528876 by Ben.Marsh Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste. Change 3529073 by Ben.Marsh Add script to package ShooterGame for any platforms. Change 3531493 by Ben.Marsh Update platform-specific plugins to declare the target platforms they support. Change 3531611 by Ben.Marsh UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates. Change 3531868 by Ben.Marsh Resaving project descriptors to remove invalid fields. Change 3531983 by Ben.Marsh UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders. * Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer. * Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type) * Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo")) * An error is output if any restricted folder names other than the output platform are in the staged output. Change 3540315 by Ben.Marsh UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers. Change 3542410 by Ben.Marsh UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already. Change 3543018 by Ben.Marsh UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions. Change 3544371 by Steve.Robb Fixes to TSet_Add and TMap_Add BPs. #jira UE-47441 [CL 3548391 by Ben Marsh in Main branch]
2017-07-21 12:42:36 -04:00
public override void Execute(JobContext Job, HashSet<FileReference> BuildProducts, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
// Find the matching files
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
FileReference[] Files = ResolveFilespec(CommandUtils.RootDirectory, Parameters.Files, TagNameToFileSet).OrderBy(x => x.FullName).ToArray();
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
// Sign all the files
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2982165) ========================== MAJOR FEATURES + CHANGES ========================== Change 2963214 on 2016/05/02 by Ben.Marsh BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running. Change 2972295 on 2016/05/10 by Ben.Marsh EC: Remove spacing in notification emails to reduce size, and help prevent gmail from truncating messages. Also allow mailing notification emails when doing a dry run, and reading stream settings from another branch. Change 2976096 on 2016/05/12 by Ben.Marsh EC: Store properties for the last succeeded builds, including the list of users that were notified about it. Change 2976390 on 2016/05/12 by Ben.Marsh EC: Add a separate line to the notification email summary with a link to edit settings, and pass the missing ec-update parameter to set the last build status. Change 2976441 on 2016/05/12 by Ben.Marsh UAT: Remove log file copy on builders after UAT failure. This is done outside the EC step that originally did it now. Change 2976456 on 2016/05/12 by Ben.Marsh BuildGraph: Catch exceptions thrown by child processes failing when building or running UAT commands, and return failure normally without dumping callstacks. Change 2978440 on 2016/05/16 by Ben.Marsh EC: Age out entries from the "latest builds" list after a week. There's no obvious way to tell if a node has been removed, but a periodic cleanup should keep the build notifications list in check. Change 2979446 on 2016/05/16 by Ben.Marsh Rename ambiguous headers which exist with the same name in different paths. Change 2979839 on 2016/05/16 by Ben.Marsh UE4: Renaming HTML5 SocketSubsystem files to eliminate ambiguities. Change 2979852 on 2016/05/16 by Ben.Marsh UE4: Use explicit relative paths for public headers in PortalServiceInterfaces modules which do not have unique names Change 2980113 on 2016/05/17 by Ben.Marsh UE4: Fix include paths for HTML5 SocketSubsystem files. Change 2980117 on 2016/05/17 by Ben.Marsh UE4: Remove reference to private PCH from Oculus common code. Change 2980186 on 2016/05/17 by Ben.Marsh UAT: Add a -StopOnErrors parameter to UE4Build, which is propagated to XGE. Change 2980879 on 2016/05/17 by Ben.Marsh UE4: Fixup Lightmass to use LightmassPCH.h rather than stdafx.h Change 2981117 on 2016/05/17 by Ben.Marsh Portal: Use a unique name for the Portal PCH, rather than just calling it PrivatePCH.h Change 2981839 on 2016/05/18 by Ben.Marsh Replace ambiguous D3D11/D3D12 includes with direct includes for the current platform. #lockdown Nick.Penwarden [CL 2982178 by Ben Marsh in Main branch]
2016-05-18 13:26:45 -04:00
CodeSign.SignMultipleIfEXEOrDLL(Job.OwnerCommand, (Files.Select(x => x.FullName).ToList()));
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
// Apply the optional tag to the build products
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969) ========================== MAJOR FEATURES + CHANGES ========================== Change 2986511 on 2016/05/23 by Ben.Marsh UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in. Change 2993274 on 2016/05/27 by Ben.Marsh Fix UGS enumerating deleted .target.cs files when trying to detect editor target name. Change 2994265 on 2016/05/31 by Ben.Marsh Add info about setting up CIS integration and zipped editor builds in UGS. Change 2994275 on 2016/05/31 by Ben.Marsh PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans) Change 2994287 on 2016/05/31 by Ben.Marsh UnrealGameSync: Add information about how UGS self-patches and updates. Change 2996928 on 2016/06/01 by Ben.Marsh UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet. Change 2997619 on 2016/06/02 by Ben.Marsh UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file. Change 2999769 on 2016/06/03 by Ben.Marsh UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not. Change 3004879 on 2016/06/07 by Ben.Marsh Remove copy of AWSSDK in NotForLicensees folder. Change 3004902 on 2016/06/07 by Ben.Marsh UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder. Change 3005892 on 2016/06/08 by Ben.Marsh Add the GitHub promotion to the UE4 binary release build. Change 3016241 on 2016/06/16 by Ben.Marsh UGS: Always sync version files at the same changelist as everything else (rather than head revision) Change 3016446 on 2016/06/16 by Ben.Marsh PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist) Change 3016472 on 2016/06/16 by Ben.Marsh PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot) Change 3017694 on 2016/06/17 by Ben.Marsh EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments. Change 3017695 on 2016/06/17 by Ben.Marsh UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders. #jira UE-24271 Change 3017698 on 2016/06/17 by Ben.Marsh Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types). #jira UEB-664 Change 3017701 on 2016/06/17 by Ben.Marsh BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node. Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read. All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency. Change 3017714 on 2016/06/17 by Ben.Marsh BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task). Change 3018007 on 2016/06/17 by Ben.Marsh UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt. #jira UE-28761 Change 3018322 on 2016/06/17 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3018365 on 2016/06/17 by Ben.Marsh Misc: Fixes for warnings compiling ShaderCompileWorker on Clang Change 3018397 on 2016/06/17 by Ben.Marsh UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT Change 3019421 on 2016/06/20 by Ben.Marsh Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead. Change 3019423 on 2016/06/20 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3020377 on 2016/06/20 by Ben.Marsh UBT: Fix strings not being escaped before writing to JSON files. Change 3020378 on 2016/06/20 by Ben.Marsh UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list. Change 3020966 on 2016/06/21 by Ben.Marsh EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main. #rb none #lockdown Nick.Penwarden [CL 3020980 by Ben Marsh in Main branch]
2016-06-21 09:17:49 -04:00
foreach(string TagName in FindTagNamesFromList(Parameters.Tag))
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969) ========================== MAJOR FEATURES + CHANGES ========================== Change 2986511 on 2016/05/23 by Ben.Marsh UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in. Change 2993274 on 2016/05/27 by Ben.Marsh Fix UGS enumerating deleted .target.cs files when trying to detect editor target name. Change 2994265 on 2016/05/31 by Ben.Marsh Add info about setting up CIS integration and zipped editor builds in UGS. Change 2994275 on 2016/05/31 by Ben.Marsh PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans) Change 2994287 on 2016/05/31 by Ben.Marsh UnrealGameSync: Add information about how UGS self-patches and updates. Change 2996928 on 2016/06/01 by Ben.Marsh UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet. Change 2997619 on 2016/06/02 by Ben.Marsh UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file. Change 2999769 on 2016/06/03 by Ben.Marsh UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not. Change 3004879 on 2016/06/07 by Ben.Marsh Remove copy of AWSSDK in NotForLicensees folder. Change 3004902 on 2016/06/07 by Ben.Marsh UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder. Change 3005892 on 2016/06/08 by Ben.Marsh Add the GitHub promotion to the UE4 binary release build. Change 3016241 on 2016/06/16 by Ben.Marsh UGS: Always sync version files at the same changelist as everything else (rather than head revision) Change 3016446 on 2016/06/16 by Ben.Marsh PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist) Change 3016472 on 2016/06/16 by Ben.Marsh PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot) Change 3017694 on 2016/06/17 by Ben.Marsh EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments. Change 3017695 on 2016/06/17 by Ben.Marsh UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders. #jira UE-24271 Change 3017698 on 2016/06/17 by Ben.Marsh Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types). #jira UEB-664 Change 3017701 on 2016/06/17 by Ben.Marsh BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node. Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read. All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency. Change 3017714 on 2016/06/17 by Ben.Marsh BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task). Change 3018007 on 2016/06/17 by Ben.Marsh UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt. #jira UE-28761 Change 3018322 on 2016/06/17 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3018365 on 2016/06/17 by Ben.Marsh Misc: Fixes for warnings compiling ShaderCompileWorker on Clang Change 3018397 on 2016/06/17 by Ben.Marsh UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT Change 3019421 on 2016/06/20 by Ben.Marsh Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead. Change 3019423 on 2016/06/20 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3020377 on 2016/06/20 by Ben.Marsh UBT: Fix strings not being escaped before writing to JSON files. Change 3020378 on 2016/06/20 by Ben.Marsh UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list. Change 3020966 on 2016/06/21 by Ben.Marsh EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main. #rb none #lockdown Nick.Penwarden [CL 3020980 by Ben Marsh in Main branch]
2016-06-21 09:17:49 -04:00
FindOrAddTagSet(TagNameToFileSet, TagName).UnionWith(Files);
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
}
// Add them to the list of build products
BuildProducts.UnionWith(Files);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
/// <summary>
/// Output this task out to an XML writer.
/// </summary>
public override void Write(XmlWriter Writer)
{
Write(Writer, Parameters);
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969) ========================== MAJOR FEATURES + CHANGES ========================== Change 2986511 on 2016/05/23 by Ben.Marsh UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in. Change 2993274 on 2016/05/27 by Ben.Marsh Fix UGS enumerating deleted .target.cs files when trying to detect editor target name. Change 2994265 on 2016/05/31 by Ben.Marsh Add info about setting up CIS integration and zipped editor builds in UGS. Change 2994275 on 2016/05/31 by Ben.Marsh PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans) Change 2994287 on 2016/05/31 by Ben.Marsh UnrealGameSync: Add information about how UGS self-patches and updates. Change 2996928 on 2016/06/01 by Ben.Marsh UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet. Change 2997619 on 2016/06/02 by Ben.Marsh UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file. Change 2999769 on 2016/06/03 by Ben.Marsh UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not. Change 3004879 on 2016/06/07 by Ben.Marsh Remove copy of AWSSDK in NotForLicensees folder. Change 3004902 on 2016/06/07 by Ben.Marsh UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder. Change 3005892 on 2016/06/08 by Ben.Marsh Add the GitHub promotion to the UE4 binary release build. Change 3016241 on 2016/06/16 by Ben.Marsh UGS: Always sync version files at the same changelist as everything else (rather than head revision) Change 3016446 on 2016/06/16 by Ben.Marsh PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist) Change 3016472 on 2016/06/16 by Ben.Marsh PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot) Change 3017694 on 2016/06/17 by Ben.Marsh EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments. Change 3017695 on 2016/06/17 by Ben.Marsh UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders. #jira UE-24271 Change 3017698 on 2016/06/17 by Ben.Marsh Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types). #jira UEB-664 Change 3017701 on 2016/06/17 by Ben.Marsh BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node. Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read. All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency. Change 3017714 on 2016/06/17 by Ben.Marsh BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task). Change 3018007 on 2016/06/17 by Ben.Marsh UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt. #jira UE-28761 Change 3018322 on 2016/06/17 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3018365 on 2016/06/17 by Ben.Marsh Misc: Fixes for warnings compiling ShaderCompileWorker on Clang Change 3018397 on 2016/06/17 by Ben.Marsh UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT Change 3019421 on 2016/06/20 by Ben.Marsh Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead. Change 3019423 on 2016/06/20 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3020377 on 2016/06/20 by Ben.Marsh UBT: Fix strings not being escaped before writing to JSON files. Change 3020378 on 2016/06/20 by Ben.Marsh UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list. Change 3020966 on 2016/06/21 by Ben.Marsh EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main. #rb none #lockdown Nick.Penwarden [CL 3020980 by Ben Marsh in Main branch]
2016-06-21 09:17:49 -04:00
/// <summary>
/// Find all the tags which are used as inputs to this task
/// </summary>
/// <returns>The tag names which are read by this task</returns>
public override IEnumerable<string> FindConsumedTagNames()
{
return FindTagNamesFromFilespec(Parameters.Files);
}
/// <summary>
/// Find all the tags which are modified by this task
/// </summary>
/// <returns>The tag names which are modified by this task</returns>
public override IEnumerable<string> FindProducedTagNames()
{
return FindTagNamesFromList(Parameters.Tag);
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
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}
}