16 Commits

Author SHA1 Message Date
ryan durand
471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00
Ben Zeigler
37dc689836 #jira UE-73228 My Blueprint and Graphs are no longer tabs and are separate top level entries in differ, this is in preparation for showing blueprint variables changes
#jira UE63967 Fix blueprint diff to correctly generate My Blueprint data for remote blueprints
Several other layout changes, including moving the diff labels to the header section
#rb None

[CL 6153329 by Ben Zeigler in Dev-Framework branch]
2019-04-29 20:46:17 -04:00
Marc Audy
608734e30d Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 4664414
#rb
#rnx

[CL 4666113 by Marc Audy in Dev-Framework branch]
2018-12-17 12:24:20 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Marc Audy
79f610442c Fix shadowed variables
[CL 2467803 by Marc Audy in Main branch]
2015-03-03 12:30:55 -05:00
Phillip Kavan
23c422eae6 [UE-10016] Fix BP merge tool crash when attempting to view component diffs.
change summary:
- switched the SCSViews array type to be a TSharedRef<FSCSDiff> in SMergeTreeView; previously the FSCSDiff instance was passed to TArray::Push() as a temporary, which i think didn't increment the refcount of FSCSDiff's internal widget ptrs on the shallow copy to the new element.

[CL 2454047 by Phillip Kavan in Main branch]
2015-02-20 17:26:02 -05:00
Dan Oconnor
05180403e2 Fix for behavior that I can only explain via this compiler bug (or something similar)
- https://connect.microsoft.com/VisualStudio/feedback/details/800364/initializer-list-calls-object-destructor-twice
Also fixed possible infinite loop

[CL 2398375 by Dan Oconnor in Main branch]
2015-01-05 22:59:34 -05:00
Dan Oconnor
1ea7d25e62 Diff and merge tool improvements, introduced tree view to display changes, removed the list view that used to display changes made in the blueprint's various graphs
[CL 2391959 by Dan Oconnor in Main branch]
2014-12-17 19:27:27 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Dan Oconnor
d009d03bb8 Leveraging SMyBlueprint and SKismetInspector in the Diff/Merge tools. Rquired introduction of tabs into those tools because we ran out of screenspace
#coderview Mike.Beach

[CL 2369322 by Dan Oconnor in Main branch]
2014-11-24 18:59:49 -05:00
Dan Oconnor
5f4d2fe1c8 Conflict detection and diff highlighting fixed for the tree view. Also fixed Native Components not being checked. And an off by one error in HasNextDifference
[CL 2349504 by Dan Oconnor in Main branch]
2014-11-04 22:25:35 -05:00
Dan Oconnor
224bb922af Merge view for components no longer lists the same difference multiple times
[CL 2276187 by Dan Oconnor in Main branch]
2014-08-28 10:43:40 -04:00
Dan Oconnor
1730471006 #UE4 diff control can now enumerate differences in SCS, same for merge control. No longer looping around the end of the differences list
[CL 2276146 by Dan Oconnor in Main branch]
2014-08-28 10:03:31 -04:00