Use -Mode=Test by default for all LLT Project to enable pre-analysis of dependency graph.
#jira UE-193632
#rb Sean.Sweeney
[CL 28313218 by chris constantinescu in ue5-main branch]
Updated a few project generators to be thread safe.
Fixed an issue where the vproject generation wasn't deterministic.
Updated the project generation to output the total time it took to execute.
Before: 21.62 seconds
After: 17.56 seconds
#jira
#rb joe.kirchoff
[CL 27179702 by bryan sefcik in ue5-main branch]
- During staging, we now make the UBTGenerated/Info.Template.plist in the project folder instead of Engine folder, for BP projects
- Fixed an AppStoreConnect label in the Xcode project settings that would have confused anyone trying to set it up
#jira UE-193101, UE-193108, UE-193104
#rb Calvin.zheng
[CL 27130271 by josh adams in ue5-main branch]
- Allow extra .apps to be staged into the final .app (like CrashReportClient.app)
#jira UE-192894,UE-192906
#rb zack.neyland
[CL 27112834 by josh adams in ue5-main branch]
-The logic in NativeProjects.cs IsHybridContentOnlyProject which decides whether we need to build an executable for a project was always using the buildhost platform (usually win64) to decide which plugins were active. This caused it to miss enabled code plugins that build for the actual target platform but not the host platform and potentially not do an executible build when one is required.
-Now we pass the TargetPlatforms for the current build into ConditionalMakeTempTargetForHybridProject so that we can test against them. If any project in this list needs code built we will make a temp target.
#jira UE-189611 UE-192833
#rb Josh.Adams
[CL 27101769 by jeff fisher in ue5-main branch]
Updated the project generators to search the VS platform directory when HasVisualStudioSupport is called to find out whether a platform is supported. This fixes several issues where platforms were being generated like they were supported by the host machine but actually weren't.
#rb joe.kirchoff
#jira
[CL 26795017 by bryan sefcik in ue5-main branch]
- .ini settings for using SwiftUI main function
- this will eanble #defines, etc, to enable some embedded style functionality in UE, where SwiftUI will trigger when to create the engine/view/etc
- assume fully immersive mode, which uses CompositorServices to get drawables from SwiftUI land
- Added some code to FMetalViewport for using Composotir layer/drawable instead of CoreAnimation layer/drawable
- If the .ini setting is false, then it will use the original VIsionOS support which works generally in the simulator
- Also removed -lc++ commandline which was causing "duplicate -lc++" warning when building in recent Xcode
#rb adam.kinge
[CL 26769312 by Josh Adams in ue5-main branch]
* Updating references to use dotnet
* Add new RunDotnet scripts
* Removing Mono sh scripts and references to them
#rnx
#jira UE-153293
#rb josh.adams, zack.neyland, brandon.schaefer
[CL 26737744 by Ryan Hummer in ue5-main branch]
- Project generation will add a new IsTestTarget property in the "Globals" property group section of the project file for explicit test target projects
- UnrealVS checks for this property and does not change the command line for test targets
- TestRunner removes all project argument logic - that can be passed after --extra-args using -project="Path/To/*.uproject" and/or -projectdir="Path/To/Project"
- OSS and Online global handlers, which occur during the Catch2 session, will read project name and/or directory using SetProjectNameAndDirectory from TestCommon/Initialization.h
#jira UE-189840
[CL 26688348 by chris constantinescu in ue5-main branch]