From UDN 00331538, record PublicPreBuildLibraries in PublicLibraries, not PublicSystemLibraries.
#rb ben.marsh
#jira none
#preflight 60d3a3d73b6163000129ac28
[CL 16764406 by jonathan adamczewski in ue5-main branch]
Adding "using UnrealBuildBase" to some files (submitted separately to make subsequent CLs smaller)
#jira none
#trivial
[CL 16657799 by jonathan adamczewski in ue5-main branch]
UnrealBuild -> Unreal for EngineDirectory, RootDirectory, IsEngineInstalled, UnrealBuildToolPath
Remove CommandUtils EngineDirectory, RootDirectory, IsEngineInstalled - use equvalents from UnrealBuildBase.Unreal
#jira none
[CL 16648181 by jonathan adamczewski in ue5-main branch]
#fyi Joe.Kirchoff
Original CL Desc
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UnrealBuildTool: Remove LocalExecutor and use ParallelExecutor for all host platforms
Update ManagedProcess to capture stderr if using C# Process objects
#jira UE-117670
#rb Ben.Marsh
#preflight 60c2a1d3730f8a000185ae66
#preflight 60c2a5bab1a4a300012ea45d
[CL 16642682 by joe kirchoff in ue5-main branch]
Update ManagedProcess to capture stderr if using C# Process objects
#jira UE-117670
#rb Ben.Marsh
#preflight 60c2a1d3730f8a000185ae66
#preflight 60c2a5bab1a4a300012ea45d
[CL 16642253 by Joe Kirchoff in ue5-main branch]
Add a StringComparison argument to CreateIntermediateTextFile() and require callers to make a decision about the case-sensitivity used when considering whether to re-write a file.
(This is intentionally explicit and verbose at the call-site - we should implement a better solution. This change makes it clear that there is work to be done to be able to simplify the interface and achieve reliable behavior.)
As a first pass, C++ files (headers, cpp files, pch files) will have a case-sensitive comparison (C++ code is, mostly, case sensitive), Linux script files have a case-sensitive comparison (case-sensitive filesystem), and all other files are compared disregarding case - to match pre-existing behavior, and with the desire to not borrow more surprises than necessary.
#jira none
[CL 16616339 by jonathan adamczewski in ue5-main branch]
RootDirectory, EngineDirectory, UnrealBuildToolPath are now found in BuildUtilities' UnrealBuild namesapce.
The way these are computed has changed. Previously, it was assumed that the application is UnrealBuildTool, and paths were constructed relative to that assembly.
Now, the assumption is that the process is located under a "Engine/Build/DotNET" sub-path and paths are constructed relative to that.
#jira none
[CL 16607440 by jonathan adamczewski in ue5-main branch]