= IterationProfile.xml =
Cleanup for clarity's sake:
* Pass -> Phase
* PlatformNames -> Platforms
* PlatformName -> Platform
* ProjectNames -> Projects
* ProjectName -> Project
Rework logic to simplifiy the graph by using property-dependent property names (see pending 16866021):
* Rework Cold and Warm Phase booleans into <ForEach> of Semicolon-delimited build option: Phases
* Rework Win64 and MacOS Platform booleans into <ForEach> of Semicolon-delimited build option: Platforms
= ue5-main.json =
Split IterationProfile into two templates for speed: iteration-profile-nightly and iteration-profile-tests
* Nightly does Cold+Warm once a day
* Tests does Incremental+Warm the all day long
#jira none
#rb none
#rnx
[CL 16885744 by geoff evans in ue5-main branch]
All games now use Engine Oodle for runtime decompression
Oodle in Engine can load an older Oodle DLL for encoding packages to keep making the same binary data
#rb dan.thompson,devin.doucette
[CL 16879404 by charles bloom in ue5-main branch]
- add option to allow async checkout
- resolved problems that caused with many commands running at once
- fix issue with P4V command waiting for exit
- resolve issue where Checkout on Edit was not honoring the user option
- add ReleaseNotes to the plugin
- add UpdateInstructions for future engineers
#rb none
#fyi luke.thatcher brandon.dawson
[CL 16877172 by andrew firth in ue5-main branch]
update to remove "Simulation" in favor of "World" for some modules that use transforms on grids
fix broken sand emitter
small tweaks to improve shallow water modules
#ROBOMERGE-SOURCE: CL 16857281
#ROBOMERGE-BOT: (v836-16769935)
[CL 16857282 by devon penney in ue5-main branch]
cleanup profile buffer logic to use stackcontext
update examples that use profile buffer
#ROBOMERGE-SOURCE: CL 16856309
#ROBOMERGE-BOT: (v836-16769935)
[CL 16856322 by devon penney in ue5-main branch]