- General fixes for some platforms
- DDPI now remembers the SDK version information from Turnkey
- Updated Turnkey Launch menu to have SDK information, including device software versions,
- Moved the initial turnkey query earlier before AutoSDKs are setup so envvars are not blown away for the child process
- Added concept of "Prepare For Debugging", but not enabled on any platforms yet (what it means is per platform, and is somewhere between cooking and packaging)
- VerifySdk Turnkey command now puts its output into a (x=y, z=w) format for easier parsing in C++
- NullCopyProvider now copies large remote files, and remote directories, locally before using
[CL 14377385 by Josh Adams in ue5-main branch]
- Added SDK installation pre/post-ambles so the platform can give user more
information on what's happening, and what to do on a failure (or a success)
- Added some defaults for Studio settings in TurnkeyManifest.xml, to show how to set in a studio's .xml file
- Added/updated some Studio settings/names
- Added bCanConnect flag to DeviceInfo (in case a platform can list devices even if they are unable to flash/run/etc - in which case the fields may or may not be correct)
- Added $(AllPlatforms) and $(AutoSDKPlatforms) built-in variables
[CL 14219769 by Josh Adams in ue5-main branch]
- Moved installation from manifest.xml to Automtion platform functions
- SdkInfo has been removed, now it's just FIleSource, which can be used generically
- Redid Expansion stuff completely, so it's inline into the FileSource fields
- Added support for list expansions (so we can use a variable in the .xml instead of enumerating a CopyProvider, can speed things up)
- Allow full wildcard support in GoogleDrive provider
- Not all SDkInfos have been converted to FileSources
[CL 13965630 by Josh Adams in ue5-main branch]
- Added some Turnkey settings to IOSRuntimeSettings
- Added some of the IOSRuntimeSettings to be stripped out in the IniKeyBlacklist so that passwords aren't shipped
- Fixed smb: volume mounting in Turnkey
- Changed IOS prereq validation to be driven more by the bundleid, and then will hunt down a cert that matches the "best" provision that matches the bundleid. Then, uses the bundleid (with regex) to find a cert to install via Turnkey. Full wildcards can break it, so TeamID can be used to narrow down valid provisions
[CL 13886561 by Josh Adams in ue5-main branch]
- Added support for smb:// paths on Mac (mounts a volume and uses /Volumes, C# doesn't understand UNC paths)
- Updated path to .p12, and the signing identity from Apple Developer to Apple Development (as seen in latest certs)
- Added a new SdkInfo state (InvalidPrerequisites)
- Made IOS prerequisites not actually do any fixing if -UpdateIfNeeded is not specified
[CL 13864007 by Josh Adams in ue5-main branch]
- Refactored SDK versioning into more formalized APIs for all platforms. Currently UBT will not error with bad versions, but that is coming.
- Turnkey updated to use new BuildUtilities
#rb ben.marsh
[CL 13733158 by Josh Adams in ue5-main branch]
- Turnkey support for IOS (installing Xcode, installing .ipsw files, installing certs, updating and downloading provisions from Dev Center, etc) (initial version of a lot, but bare minimum working!)
[CL 13623669 by Josh Adams in ue5-main branch]
- Added "expansion" which can find valid Sdks (to use with AutoSdk, etc)
- Added very early Build discovery to use with Gauntlet
[CL 13309975 by Josh Adams in ue5-main branch]
Fixed issue wher eif dependencies caused a platform implementation to be processed twice it'd warn even if they were identical
(Needed for next Fortnite-specific CL).
[at]josh.adams
#rb na
#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: andrew.grant
#ROBOMERGE-SOURCE: CL 6763211 via CL 6763215 via CL 6763217 via CL 6763219 via CL 6763240 via CL 6763246
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build) (v365-6733468)
[CL 6820724 by andrew grant in Dev-Build branch]
- This allows for Confidential platforms to exist outside of the engine, and insert themselves in as needed
- Directory structure is, where .... mirrors the directory structure for Engine and projects
- /Platforms/XXX/....
- Moving to more data driven approach for ShaderPlatforms and PlatformInfo, where they can be read from DataDrivenPlatformInfo.ini files that live in the platform config folders
- Removed platform mentions from UBT, by way of changing some enums to partial classes with static members (see UnrealTargetPlatform)
- Various other UBT/UAT modifications to allow for looking in other locations for files
- THIS IS NOT A COMPLETE AND FINAL SOLUTION. WE WILL CONTINUE WORK IN DEV-BUILD BEFORE ITS READY FOR PRIMETIME
#rb ben.marsh
[CL 6271418 by Josh Adams in Dev-Build branch]