- Native Linux toolchain is produced in already a runnable state with the proper name for distribution.
- Both cross and native toolchains have their repo path changed to the github repo they are cloned from.
- Not building bolt as this for some reason cases llvm-profdata and symbolizer not to be added to the install folder.
#rb none
[FYI] Brandon.Schaefer
[CL 26797729 by arciel rekman in 5.3 branch]
- Windows binaries use rpmalloc for a tremendous LTO speed improvements
- also a patch from clang 17.x to add a flag to disable auto-upgrading debug info
- new patch for our old sysroot missing modern stuff (HWCAP_CRC32)
- switched Linux script away from clang/lld standalone builds because they are no longer supported and don't work reliably
- fixed Windows build to allow compressing debug info with zlib
- cleaned up Windows batch files so it uses native commands (except for git/patch) and can run without Cygwin/etc installed
#rb Brandon.Schaefer
[REVIEW] Brandon.Schaefer
[CL 26285363 by arciel rekman in 5.3 branch]
- Added UserInterface static class for pulling DialogBox and Clipboard stuff, which needs per-platform implementations
- Changed Windows to install P4VUtils.exe <command>, instead of dotnet P4Utils.dll <command>
- Added scripts to build all platforms, from all platforms (using the IsWindows, IsLinux, IsOSX, WithRestricted properties in the project)
- Updated Binaries as well
#rb ryan.hummer
#preflight skip
[CL 24964516 by josh adams in ue5-main branch]
[FYI] Joe.Kirchoff
Original CL Desc
-----------------------------------------------------------------
BatchFiles: Add output directory when caling dotnet build as running the scripts via a visual studio environment requires this, and for consistency. Via UDN
#rnx
#rb Josh.Adams
#preflight 636ae35c7c2b505190d92839
[CL 23069893 by joe kirchoff in ue5-main branch]
* If invoked from VS2022, use visual studio to build UnrealBuildTool to prevent unnecessary rebuilds
* If invoked from VS2019 or on the command line without visual studio, use bundled dotnet to build
* Deduplicate all logic into Build.bat, and have Clean.bat and Rebuild.bat call Build.bat with either -Clean or -Rebuild
* Print entire dotnet version
* Replace various calls to dotnet msbuild with dotnet build
* Update old UE4 comments
#jira UE-165754
#rb ?
[CL 22387871 by joe kirchoff in ue5-main branch]
* Staged the wrong Dotnet directory when making CW from Windows (it would stage Dotnet/6.20.00/windows)
* The ScriptModule code that used the Automation.json files to discover the precompiled UAT script dlls didn't handle \'s on Linux in the paths, and since Windows wrote out the files, there are \'s aplenty. I fixed up the known issue, but possibly all paths loaded from the json files should be fixed up, but it's not easy to do automatically
* We moved to using RunUAT.sh instead of calling dotnet directly, however because we make the CW on Windows, dotnet was not executable, and the code in RunUAT.sh to find the dotnet executable and make it executable (chmod `which dotnet`) only works if dotnet is already executable! So, I moved the +x code into SetupDotnet.sh, on Linux and Mac
#rb eric.knapik
#preflight 62ccd2009922f7e512b6e51a
#ROBOMERGE-OWNER: josh.adams
#ROBOMERGE-AUTHOR: josh.adams
#ROBOMERGE-SOURCE: CL 21055451 via CL 21055464 via CL 21055478
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf
[CL 21076349 by josh adams in ue5-main branch]
- Split up the binaries between platform since there are #if's due to WinForms
#rb trivial
#preflight skip
[CL 20247967 by Josh Adams in ue5-main branch]
- Will compile on Mac and Linux now
- Mac replaced the WinForms functionality with AppleScript
- Linux will compile be have reduced functionality
- Fixed up paths for p4v settings and dotnet location
- Added binaries and installer scripts for all 3 platforms - won't need UGS to install, will copy to user-library location (may need some adustment on Linux, will address after)
#rb will.damon
#preflight skip
[CL 20244727 by Josh Adams in ue5-main branch]