Commit Graph

139 Commits

Author SHA1 Message Date
Ben Marsh a711f14ebc Fixed stale file association settings that were never cleaned up from the old UE/Rocket shell extensions.
[CL 2262706 by Ben Marsh in Main branch]
2014-08-19 13:06:50 -04:00
Mark Satterthwaite fa8c5a70fb Stop calling some game-thread code on the main-thread when opening the native open/save/font dialogs on OS X post thread separation.
#codereview michael.trepka

[CL 2262586 by Mark Satterthwaite in Main branch]
2014-08-19 11:21:24 -04:00
Mark Satterthwaite 8f351ac383 On OS X detach the game thread from the 'blessed' Cocoa main thread.
Cocoa isn't an event-polling API as UE4 expects, so previously we were subverting the NSApplication's event handling to pretend that it was. When the engine wasn't running the event loop fast enough, such as when loading where it isn't processed at all, this resulted in unresponsive windows and Spinning-Beachball-Of-Death. That isn't very satisfactory & to some users appears as if the application has crashed. To address these deficiencies without further attempts to subvert Cocoa, the game is now punted onto a separate thread where it can run its own tight-loop, leaving the main thread to handle the Cocoa event run-loop. Events are captured by delegate objects, as Cocoa requires, but dispatched and handled on the game thread which makes Cocoa appear more like other platform APIs to the higher-level UE4 code.
This can all be disabled using the MAC_SEPARATE_GAME_THREAD define in CocoaThread.cpp.
#codereview michael.trepka

[CL 2262543 by Mark Satterthwaite in Main branch]
2014-08-19 10:46:30 -04:00
Ben Marsh f059fa0542 Always show the marketplace button if the launcher is installed (or can be installed from the installers in Engine\\Extras\\UnrealEngineLauncher).
#codereview Mike.Fricker, Michael.Trepka

[CL 2262476 by Ben Marsh in Main branch]
2014-08-19 09:54:22 -04:00
Mike Fricker 1f5c22cff5 SlateViewer now compiles and runs using Clang for Windows
- Fixed bad casting in "slow task" window creation code
- Also added comment about treating warnings as errors with Clang

[CL 2260828 by Mike Fricker in Main branch]
2014-08-18 10:23:54 -04:00
Steve Robb 57dd5d7493 New ENUM_CLASS_FLAGS macro for declaring all of the bitwise operators needed for a bitflags enum.
Fixed CONSTEXPR definitions.
Converted EFontImportFlags to an enum class in order to test this feature.

#codereview robert.manuszewski,john.barrett

[CL 2254804 by Steve Robb in Main branch]
2014-08-13 12:53:47 -04:00
Terence Burns 440672e372 Fix for Windows XP compile issues.
Cannot use ::RegGetValue or ::RegDeleteTree with xp supported builds, compatible alternatives added.

[CL 2251408 by Terence Burns in Main branch]
2014-08-11 10:30:29 -04:00
Carlos Cuello 3d1660ea6d [INTEGRATE] UE4-LauncherRelease->UE4 integrate integrate latest from LauncherReleases, including fixes for various issues that we've released the past month, and the new engine slot and notification systems
[CL 2248562 by Carlos Cuello in Main branch]
2014-08-08 11:33:23 -04:00
Dmitry Rekman aafceb7679 Added LinuxNativeDialogs as third-party library.
[CL 2245017 by Dmitry Rekman in Main branch]
2014-08-05 21:12:49 -04:00
Ben Marsh 61b3c655aa Add an additional check to determine valid engine directories, so running UnrealVersionSelector directly from the launcher installation folder won't register one there.
[CL 2239952 by Ben Marsh in Main branch]
2014-08-01 11:32:55 -04:00
Peter Sauerbrei f93df48f74 add support for detecting installed SDKs at editor start up
add support for showing the various platforms in different menus whether they are properly installed or not
update FPlatformInfo to include information about SDK status, whether or not the platform should be shown on a particular executing platform (Win, Mac, Linux), and whether or not the platform should be shown as part of the binary distribution
fixed platform target modules for IOS, Android, and HTML5 for binary release
TTP341656, TTP342449, TTP342631
#ue4
#platforms

[CL 2238535 by Peter Sauerbrei in Main branch]
2014-07-31 13:31:22 -04:00
Dmitry Rekman 435196963c Support for Linux in DesktopPlatform module.
- Part of PR #306 by amigo and #ue4linux folks.
- LinuxNativeDialogs on hold until clarified with the author (their Build.cs needs to be modified to add WITH_LINUX_NATIVE_DIALOGS=1).

[CL 2237890 by Dmitry Rekman in Main branch]
2014-07-30 23:26:47 -04:00
Michael Trepka 5bd6255fde More Clang compile warning fixes
[CL 2237347 by Michael Trepka in Main branch]
2014-07-30 14:51:27 -04:00
Marcus Wassmer 6848c3405d Avoid an AutoSDK dependency on ITargetPlatformBase
#codereview peter.sauerbrei, josh.adams

[CL 2229039 by Marcus Wassmer in Main branch]
2014-07-23 17:11:42 -04:00
Ben Marsh 3bac51e396 Provide a proper error message if a file cannot be deleted during project upgrade, and fix offering to checkout the project file if necessary.
[CL 2227462 by Ben Marsh in Main branch]
2014-07-22 15:58:02 -04:00
Ben Marsh 1182bdb411 Remove the 'editor' suffix when recompiling a game project; we already specify -editorrecompile.
[CL 2187702 by Ben Marsh in Main branch]
2014-07-10 13:00:35 -04:00
Mark Satterthwaite 8a330a6cd3 Small non-unity fix for OS X.
#codereview michael.trepka

[CL 2176049 by Mark Satterthwaite in Main branch]
2014-07-08 12:39:23 -04:00
Dmitry Rekman dbdea559eb [Github] PR 242 (safe changes).
- Code cleanup and minor rearrangement (e.g. variable name changes).
- Additions.
- Case issues fixed.
- Minor fixes (init ordering).

[CL 2172690 by Dmitry Rekman in Main branch]
2014-07-08 00:06:17 -04:00
Jamie Dale 8e0c4e1bf8 Renamed the folders used to store the Editor/Launcher Platform icons so that the distill script doesn't strip them out
TTP# 340470 - BINARY: EDITOR: Platform icons are missing

The distill script assumes that anything inside a folder named the same as a platform name (eg, PS4) is a platform specific thing (which these icons are not). I've renamed the folders from "Platform" (eg, PS4) to "PlatformTarget" (eg, PS4Target) and updated the PlatformInfo array to reference their new location.

#codereview Ben.Marsh

[CL 2131324 by Jamie Dale in Main branch]
2014-07-03 14:09:03 -04:00
Mark Satterthwaite c5b5f583bf Implement a proper native feedback window for OS X that provides cancellation, progress status and a disclosable output log.
#codereview michael.trepka

[CL 2123780 by Mark Satterthwaite in Main branch]
2014-07-01 15:51:16 -04:00
Dmitry Rekman 89f8b0f286 Fix SlateViewer on Linux.
[CL 2120942 by Dmitry Rekman in Main branch]
2014-06-29 00:44:00 -04:00
Jamie Dale 0da4c45a14 The editor now sends a Machine ID and the last used Epic Account ID when started
TTP# 337511 - ANALYTICS: Store Epic Account ID and Machine Unique GUIDs on Users Machine. Send with Every Event.

This works differently to what the TTP originally asked for, but I've checked with MaxP/MattK/WesH and we're okay with the way this works, as it avoids an annoyingly tight dependency between the analytics and the editor.

On the request of MattK, I also changed FPlatformMisc::GetRegistryString to be FPlatformMisc::GetStoredValue and added a corresponding FPlatformMisc::SetStoredValue. These will store generic key->value pairs using a platform specific store (the registry on Windows, and an INI file on other platforms).

DesktopPlatform uses these to provide access to the Machine ID and Epic Account ID (the Epic Account ID is set when the user logs into the Launcher).

The Editor sends an "Editor.ProgramStarted" event containing this data. This can then be tied to the current analytics session via the analytics session ID.

Tested on Windows and OS X.

ReviewedBy Thomas.Sarkanen, Max.Preussner

[CL 2113818 by Jamie Dale in Main branch]
2014-06-23 05:11:34 -04:00
Carlos Cuello d2f797b853 [INTEGRATE] Merging using UE4-LauncherReleasesTo-UE4 all up to cl 2111815
[CL 2111984 by Carlos Cuello in Main branch]
2014-06-20 13:37:52 -04:00
Ben Marsh 2273dd82b7 Normalize path for Win32 call to opening a project using the shell.
[CL 2110346 by Ben Marsh in Main branch]
2014-06-19 08:06:46 -04:00
Ben Marsh dbe3af585d Add a function to open a project file using the shell. Always opens as an Unreal.ProjectFile, preventing the user's default program selection from overriding it.
#codereview Nicholas.Davies

[CL 2109482 by Ben Marsh in Main branch]
2014-06-18 13:42:01 -04:00