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UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/DeployCommand.Automation.cs

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using System.Reflection;
using AutomationTool;
using UnrealBuildTool;
public partial class Project : CommandUtils
{
#region Deploy Command
public static void Deploy(ProjectParams Params)
{
Params.ValidateAndLog();
if (!Params.Deploy)
{
return;
}
Log("********** DEPLOY COMMAND STARTED **********");
if (!Params.NoClient)
{
var DeployContextList = CreateDeploymentContext(Params, false, false);
foreach ( var SC in DeployContextList )
{
if (SC.StageTargetPlatform.DeployViaUFE)
{
string ClientCmdLine = "-run=Deploy ";
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
ClientCmdLine += "-Device=" + string.Join("+", Params.Devices) + " ";
ClientCmdLine += "-Targetplatform=" + SC.StageTargetPlatform.PlatformType.ToString() + " ";
ClientCmdLine += "-SourceDir=\"" + CombinePaths(Params.BaseStageDirectory, SC.StageTargetPlatform.PlatformType.ToString()) + "\" ";
string ClientApp = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/Win64/UnrealFrontend.exe");
Log("Deploying via UFE:");
Log("\tClientCmdLine: " + ClientCmdLine + "");
//@todo UAT: Consolidate running of external applications like UFE (See 'RunProjectCommand' for other instances)
PushDir(Path.GetDirectoryName(ClientApp));
// Always start client process and don't wait for exit.
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
IProcessResult ClientProcess = Run(ClientApp, ClientCmdLine, null, ERunOptions.NoWaitForExit);
PopDir();
if (ClientProcess != null)
{
do
{
Thread.Sleep(100);
}
while (ClientProcess.HasExited == false);
}
}
else
{
SC.StageTargetPlatform.Deploy(Params, SC);
}
}
}
if (Params.DedicatedServer)
{
ProjectParams ServerParams = new ProjectParams(Params);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
ServerParams.Devices = new ParamList<string>(ServerParams.ServerDevice);
var DeployContextList = CreateDeploymentContext(ServerParams, true, false);
foreach ( var SC in DeployContextList )
{
SC.StageTargetPlatform.Deploy(ServerParams, SC);
}
}
Log("********** DEPLOY COMMAND COMPLETED **********");
}
#endregion
}