we now use an enum similar to UE4 with Fatal, Error, Warning, Display, Log, Verbose, and VeryVerbose
Log will only go to the log file unless -verbose is passed on the command line
reduced some of the output from UAT to be Log only
[CL 2631062 by Peter Sauerbrei in Main branch]
UEB-261 - Ensure that compiling AutomationTool in VS will compile all other Automation Projects
* Just set AutomationTool as your startup project and pass the command to execute.
* VS will build the script modules at build time, instead of every time at runtime.
* To make this happen, "UBT.exe -ProjectFiles" now generates a companion AutomationTool.csproj.References that make AutomationTool depend on all Automation modules.
* AutomationTool.exe defaults to not building script modules at runtime. Pass -compile if you want to dynamically build them.
* Without the .references file, AutomationTool will only build itself and you will need to pass -compile.
* RunUAT.bat still works that same, defaulting to runtime compilation and supporting -nocompile flag. It then passes -compile (or nothing) to AutomationTool.
Other
* All Automation projects target .Net 4.5. Some already were and had hard dependencies on them (Rocket and SyncGithub -> Octokit). Now that AutomationTool directly depends on them, everything had to use .Net 4.5.
* Decoupled logic for -NoCompile and -NoCompileEditor. The flags are still confusing, but -NoCompile is no longer linked to -NoCompileEditor.
* Had to leave in stub support in UAT for -NoCompile else RunUAT.bat passes it along and UAT complains that it doesn't understand it.
* Added a CommandUtils.Run option to support run command, but still output the run duration.
* Reduced the verbosity when UAT.proj is run from dozens of lines per module to a single Module -> Output line. It was looking like there were problems, but it was just msbuild spew.
#codereview:ben.marsh
[CL 2615060 by Wes Hunt in Main branch]
* Remove ErrorReporter.Error, replace with AutomationException with Error Code.
* Move ErrorCodes to AutomationException.
* Don't return exit codes. Solely rely on exceptions to propagate exit codes.
* Remove MainProc delegate
* Remove setting of Environment.ExitCode as it is ignored when main returns an int.
* ShutdownLogging is nothrow, as all exceptions would be ignored anyway.
* Wrap all shutdown steps so further ones get a chance to run.
* Move HostPlatform.Initialize into the global try/catch block
#codereview:ben.marsh
[CL 2605826 by Wes Hunt in Main branch]
Added an error code for missing ue4game binaries when packaging a non code project.
Added a check in main frame actions to determine whether we display a dialog with the error message in it.
Fix for incorrect IOS stub path being logged
Fix for incorrect Android apk path being generated for non ue4game renames in ::GetFinalApkName
[CL 2427458 by Terence Burns in Main branch]
fixed issue with PC side never making a process which the cross platform code used to determine if it was done or not.
#ios
[CL 2391250 by Peter Sauerbrei in Main branch]
Implemented iterative deploy framework and iOS specific implementation
When utilizing iterative deploy in conjunction with incremental cooking only the changed items are pushed to the device resulting in potentially far faster iteration times.
#ios
#codereview daniel.lamb, marcus.wassmer, chris.babcock, josh.adams
[CL 2386082 by Peter Sauerbrei in Main branch]