Fallback to 2013 is automatic if 2015 is not installed or a platform SDK is detected that doesn't support the new IDE
Manual override is available via -2013
#platformnotify Josh.Adams
[CL 2709701 by Jeff Campeau in Main branch]
- Before creating unity blobs, we now sort all full file paths alphabetically
- This allows for better build system determinism across computers
- Important: It's possible this checkin can introduce compile errors for projects that have outstanding non-unity issues!
[CL 2666189 by Mike Fricker in Main branch]
- We now emit ConfigurationType properties all of the possible valid project and configuration combinations for the project
- This fixes Visual Studio 2015 from reporting the project files as "Visual Studio 2010" files and offering to upgrade them
- This also results in "correct" Visual C++ project files for VS 2013 as well
[CL 2539689 by Mike Fricker in Main branch]
- Merged in Microsoft's Unreal Build Tool changes for VS 2015 support, and Universal App Platform support
- VS 2015 support is disabled by default (the engine is not yet compiling with VS 2015)
- Use the new '-2015' option when generating project files to enable VS 2015 support
- Windows SDK 8.1 is used by default. To use Windows SDK 10, enable WindowsPlatform.bUseWindowsSDK10
- UAP support is disabled (not supported yet, work in progress.) Use WinUAPPlatform.bEnableUAPSupport to enable it.
- Various loose ends still remain (search for "@todo UAP" in Unreal Build Tool code)
[CL 2537920 by Mike Fricker in Main branch]
Include engine source folders in the Intelisense search paths. Allows debugger to find source in Rocket.
#codereview Mike.Fricker
[CL 2433487 by Matthew Griffin in Main branch]
Fix for generating engine project files under Rocket, when we don't have any target files. Generate a stub project instead.
[CL 2425973 by Ben Marsh in Main branch]