Commit Graph

22 Commits

Author SHA1 Message Date
Ben Marsh
40f391e11e Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2857832 on 2016/02/05 by Ben.Marsh

	GitHub #1959 - Prevent UELinkerFixups file from using shared PCHs; it doesn't necessarily have the right compile environment to be able to use them.

Change 2858189 on 2016/02/06 by Ben.Marsh

	Allow runtime dependencies to be optional, so we can allow games to be staged without requiring PhysX/Apex PDBs.

Change 2858968 on 2016/02/08 by Ben.Marsh

	Allow plugins to be enabled/disabled depending on different target types. Contributed by Ben Everett/Hi-Rez Studios.

Change 2859325 on 2016/02/08 by Ben.Marsh

	Stop adding a debug output device if it goes to the same place as the regular log output device. Prevent output messages printing to the log twice on Mac.

	#codereview Michael.Trepka

Change 2859995 on 2016/02/09 by Matthew.Griffin

	Changed UnrealFileServer to be non-monolithic so that it doesn't include code that is not public

Change 2860393 on 2016/02/09 by Ben.Marsh

	Add support for pre and post build steps for projects and plugin files. Steps are specified as a list of shell commands per-target platform, and are written to a shell script by UBT. Whenever the target is built, the pre-build steps are executed before UHT, and post-build steps are executed at the end.

	The following target properties are expanded with UBT properties in the commands: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile), $(PluginDir).

	Example JSON fragment:

		"PreBuildSteps": {
			"Win64": [
				"echo EngineDir=$(EngineDir)",
				"echo ProjectDir=$(ProjectDir)",
				"echo TargetName=$(TargetName)",
				"echo TargetPlatform=$(TargetPlatform)",
				"echo TargetConfiguration=$(TargetConfiguration)",
				"echo TargetType=$(TargetType)",
				"echo ProjectFile=$(ProjectFile)",
				"echo PluginDir=$(PluginDir)"
			]
		},

Change 2860504 on 2016/02/09 by Ben.Marsh

	Remove nodes from the grid view that we don't have any data for.

Change 2860592 on 2016/02/09 by Ben.Marsh

	Add script to copy all UAT/UBT build products to another directory. To be used to avoid compiling multiple times on build system.

Change 2861087 on 2016/02/09 by Ben.Marsh

	Allow UAT binaries compiled on the initial agent to be copied to all other agents in a build. Saves a lot of startup time on Mac, in particular.

Change 2861788 on 2016/02/10 by Ben.Marsh

	Fix warnings and mangled notification email if triggers finish before all their jobsteps have been created.

#lockdown Nick.Penwarden

[CL 2863732 by Ben Marsh in Main branch]
2016-02-11 15:36:17 -05:00
Andrew Grant
f25badee7f Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496)
#lockdown Nick.Penwarden

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

Change 2826201 on 2016/01/13 by Zabir.Hoque

	Add more verbose logging to try to understand #OR-11297

	#lockdown Andrew.Grant
	#CodeReview Marcus.Wassmer
	#RB none
	#TESTS compiled Win64 debug editor, ran agora_p

Change 2826170 on 2016/01/13 by Marcus.Wassmer

	Flush unloaded resource properly in LoadMap
	#codereview Gil.Gribb
	#rb none
	#test cycling game.  memory is freed properly now.
	#lockdown Andrew.Grant

Change 2826135 on 2016/01/12 by Michael.Noland

	Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
	- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
	- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
	- Added logging of the current average frame time when the datacenter ping is finalized
	- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
	#jira OR-12453
	#rb paul.moore
	#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...

	Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General

Change 2826131 on 2016/01/12 by Michael.Noland

	#UE4 - added print out of MS/FPS during Qos ping evaluation
	#rb michael.noland
	#tests loaded up through login screen to see output

	Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General

Change 2826128 on 2016/01/12 by Michael.Noland

	Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
	- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
	- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
	- Added logging of the current average frame time when the datacenter ping is finalized
	- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
	#jira OR-12453
	#rb paul.moore
	#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...

	Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main

Change 2826116 on 2016/01/12 by Michael.Noland

	Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
	- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
	- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
	- Added logging of the current average frame time when the datacenter ping is finalized
	- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
	#jira OR-12453
	#rb paul.moore
	#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
	#lockdown andrew.grant
	#codereview josh.markiewicz

Change 2825772 on 2016/01/12 by Dmitry.Rekman

	Linux signal handling improvements.

	- Switch crash handlers to use "crash malloc" (preallocated memory) on crash.
	- Remove unnecessary memory allocations from graceful termination handler.

	#rb none
	#tests Run the Linux server and crashed it a few times.
	#codereview David.Vossel, Michael.Trepka

Change 2825768 on 2016/01/12 by Josh.Markiewicz

	#UE4 - added print out of MS/FPS during Qos ping evaluation
	#rb michael.noland
	#tests loaded up through login screen to see output

Change 2825703 on 2016/01/12 by Brian.Karis

	Switched on new motion blur. Set temporal AA sharpness to 1.

	#rb none
	#TESTS editor

Change 2825689 on 2016/01/12 by Lina.Halper

	Fix for get animation notify crash

	https://jira.ol.epicgames.net/browse/OR-12248
	https://jira.ol.epicgames.net/browse/OR-12348

	- Also fixed the crash in preview of persona due to blend sample cache contains previous animation data
	- Also fixed blend space player to reinitialize cache data
	- The main issue is marker doesn't clamp the length, causing notifies ensure to trigger.

	#rb : Laurent.Delayen
	#tests: 10 Sparrows bot match for long time
	#code review: Martin.Wilson
	#lockdown: Andrew.Grant

Change 2825680 on 2016/01/12 by Martin.Mittring

	fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading)
	#rb:Olaf.Piesche, David.Hill
	#test: PC, many cases

Change 2825579 on 2016/01/12 by Chris.Bunner

	Force shadow shape bone indices on the required update list.
	#rb Lina.Halper, Rolando.Caloca
	#tests Editor
	#codereview Daniel.Wright
	#jira OR-12339

Change 2825443 on 2016/01/12 by Martin.Mittring
2016-01-14 08:11:47 -05:00
Mike Beach
134cb04d27 Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden

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

Change 2716841 on 2015/10/05 by Mike.Beach

	(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).

	#codereview Maciej.Mroz

Change 2719089 on 2015/10/07 by Maciej.Mroz

	ToValidCPPIdentifierChars handles propertly '?' char.

	#codereview Dan.Oconnor

Change 2719361 on 2015/10/07 by Maciej.Mroz

	Generated native code for AnimBPGC - some preliminary changes.

	Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
	Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"

	The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.

	#codereview Lina.Halper, Thomas.Sarkanen

Change 2719383 on 2015/10/07 by Maciej.Mroz

	Debug-only code removed

Change 2720528 on 2015/10/07 by Dan.Oconnor

	Fix for determinsitc cooking of async tasks and load asset nodes
	#codereview Mike.Beach, Maciej.Mroz

Change 2721273 on 2015/10/08 by Maciej.Mroz

	Blueprint Compiler Cpp Backend
	- Anim Blueprints can be converted
	- Various fixes/improvements

Change 2721310 on 2015/10/08 by Maciej.Mroz

	refactor (cl#2719361) - no "auto" keyword

Change 2721727 on 2015/10/08 by Mike.Beach

	(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.

	    - Refactored the conversion manifest (using a map over an array)
	    - Centralized destination paths into a helper struct (for the manifest)
	    - Generating an Editor module that automatically hooks into the cook process when enabled
	    - Loading and applying native replacments for the cook

Change 2723276 on 2015/10/09 by Michael.Schoell

	Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.

	#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
	#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736

Change 2724345 on 2015/10/11 by Ben.Cosh

	Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
	#UEBP-21 - Profiling data capture and storage
	#UEBP-13 - Performance capture landing page
	#Branch UE4
	#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine

Change 2724613 on 2015/10/12 by Ben.Cosh

	Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
	#Branch UE4
	#Proj BlueprintProfiler

	#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.

Change 2724723 on 2015/10/12 by Maciej.Mroz

	Constructor of a dynamic class creates CDO.

	#codereview Robert.Manuszewski

Change 2725108 on 2015/10/12 by Mike.Beach

	[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.

Change 2726358 on 2015/10/13 by Maciej.Mroz

	UDataTable is properly saved even if its RowStruct is null.

	https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html

Change 2727395 on 2015/10/13 by Mike.Beach

	(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
	    * Using stubs for replacements (rather than loading dynamic replacement).
	    * Giving the cook commandlet more control (so a conversion could be ran directly).
	    * Now logging replacements by old object path (to account for UPackage replacement queries).
	    * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).

	#codereview Maciej.Mroz

Change 2727484 on 2015/10/13 by Mike.Beach

	[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.

Change 2727527 on 2015/10/13 by Mike.Beach

	Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.

Change 2727702 on 2015/10/13 by Dan.Oconnor

	Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)

Change 2727968 on 2015/10/14 by Maciej.Mroz

	Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in  ConstructorHelpers::FClassFinder from being obsolete.
	FindOrLoadClass behaves now like FindOrLoadObject.

	#codereview Robert.Manuszewski, Nick.Whiting

Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
Mike Beach
8421491220 (WIP) Integrating the Blueprint conversion process into UAT and UBT.
#codereview Ben.Marsh, Peter.Sauerbrei

[CL 2709977 by Mike Beach in Main branch]
2015-09-29 15:29:44 -04:00
Terence Burns
f89256dd0e Rebuild Lightmaps Commandlet
Runs a lighting build for specific, or all, map(s). Reusing the ResavePackages commandlet. The commandline for the commandlet is:
ProjectName -run=resavepackages -buildlighting -allowcommandletrendering -map=optionalmapname

Script added to UAT to automate the process. The commandline for this is:
RebuildLightmaps -project="My:/Absolute/Project/Path.uproject" -MapsToRebuildLightMaps=OptionalMapName

[CL 2709358 by Terence Burns in Main branch]
2015-09-29 10:04:26 -04:00
Wes Hunt
7fa290bb33 Summary: running UAT from VS is simpler and faster.
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]
2015-07-09 10:15:37 -04:00
Wes Hunt
506f7e64a4 UEB-260 - Break AutomationTool into AutomationUtils that all automation projects depend on, and AutomationTool, which essentially only contains the startup code.
* 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]
2015-06-30 11:40:05 -04:00
Ben Marsh
c1d7e92a22 Move GUBP into its own project.
[CL 2593354 by Ben Marsh in Main branch]
2015-06-19 09:12:47 -04:00
Ben Marsh
88b274d2ec Add UAT script to build a plugin for distribution. Includes UBT support for writing plugin descriptors, and compiling single plugins at a time.
[CL 2533688 by Ben Marsh in Main branch]
2015-05-01 10:58:14 -04:00
Ben Marsh
ba2747b8ef Add Rocket to CIS. Publishing/chunking nodes only happen after labeling a promoted build, all other steps happen before.
[CL 2493600 by Ben Marsh in Main branch]
2015-03-27 08:02:21 -04:00
Brad Angelcyk
93e5fc8db2 creates ListMobileDevices automation script to assist automated mobile deployments
[CL 2400266 by Brad Angelcyk in Main branch]
2015-01-07 16:45:01 -05:00
Ben Marsh
125c50e085 Add BuildCommonTools to UAT project.
[CL 2345192 by Ben Marsh in Main branch]
2014-10-30 13:32:19 -04:00
Josh Adams
aa3fabd4f4 - SSH/Rsync can now be used in UBT, but is not currently recommended yet (one step is much slower, and IPhonePackager issues)
- Integrated IPhonePackager code directly into IOS Automation (this is not 100% working yet, it's a work-in-progress). Original IPP still in same place untouched
- Added a return code to RunLocalProcess
- Added IPhonePackager UAT script that will pass along params to the internal IPP code (RunUAT IPhonePackager -cmd="<ipp commandline here>" [-nocompile])
#codereview Robert.Manuszewski,peter.sauerbrei

[CL 2123325 by Josh Adams in Main branch]
2014-07-01 10:58:33 -04:00
Wes Fudala
0b458bf537 [336846] Include OneSky library referenced by automation scripts.
- AutomationScripts.Automation.csproj now uses a valid ToolsVersion number
- The OneSky library reference now points to the DotNet binaries folder similar to other references
- Add OneSky release binary to the Binaries\\DotNet folder

[CL 2086526 by Wes Fudala in Main branch]
2014-05-29 17:19:57 -04:00
Wes Fudala
0ec88fb740 Enable OneSky portion of LauncherLocalization build.
Fix for a regression that was preventing Portable Object(.po) localization files from being exported/imported to the appropriate culture folders.  Enabled the OneSky integration in the LauncherLocalization build script and also made OneSky configuration settings more flexible to set/retrieve/hide.

[CL 2074870 by Wes Fudala in Main branch]
2014-05-15 18:14:11 -04:00
Jaroslaw Palczynski
65bbb00ab5 UAT UnrealSync
Initial version of UnrealSync UAT script.
#codereview Robert.Manuszewski, Gil.Gribb

[CL 2067919 by Jaroslaw Palczynski in Main branch]
2014-05-09 03:30:25 -04:00
Justin Sargent
073e8c6219 Disabling OneSky code
[CL 2062432 by Justin Sargent in Main branch]
2014-05-02 16:00:32 -04:00
Justin Sargent
664bea2137 L10N: Updated loc ini configurations to specify simplified Chinese as output. Added a C# wrapper around OneSky's web service api. Beginning steps of setting up some automation scripts to integrate our localization pipeline with OneSky's.
[CL 2059400 by Justin Sargent in Main branch]
2014-04-29 21:58:49 -04:00
Justin Sargent
3c6c706e17 L10N: Launcher: Automation: Updated the Launcher localization. Added/modified the Launcher configuration so it outputs word count and conflicts reports. Added a new automation script to build Launcher localization.
[CL 2045167 by Justin Sargent in Main branch]
2014-04-23 18:40:16 -04:00
Robert Manuszewski
67e2ece8d9 #UE4 - Removing game references from distributed code (TTP# 330940). Removed a hack which was adding map params to fortnite dedicated server map name. Added '-AdditionalServerMapParams' command line parameter.
[CL 2038773 by Robert Manuszewski in Main branch]
2014-04-23 16:44:23 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00