Commit Graph

3561 Commits

Author SHA1 Message Date
Peter Sauerbrei
34c569dc00 UE-20642 - removed ForceNonUnity, ForceMonolithic, and ForceDebugInfo from BuildTarget class as they weren't being used anywhere
#uat

[CL 2677211 by Peter Sauerbrei in Main branch]
2015-09-02 12:53:22 -04:00
Richard Fawcett
73556561d4 Improve Amazon S3 upload performance
Use .NET ThreadPool to have finer control over the number of upload threads
Use AWSSDK's PutFileAsync method over the non-async version

#reviewedby Andrew.Brown

[CL 2676875 by Richard Fawcett in Main branch]
2015-09-02 09:24:08 -04:00
Richard Fawcett
f0f7d3a513 Fix detection of automation projects when running UBT with -ProjectFiles.
#codereview Ben.Marsh

[CL 2676811 by Richard Fawcett in Main branch]
2015-09-02 08:09:16 -04:00
Peter Sauerbrei
a549ca86bd UE-18651 - properly write the .suo file in the correct directory for VS2015
#ubt

[CL 2676133 by Peter Sauerbrei in Main branch]
2015-09-01 16:46:49 -04:00
Wes Hunt
bfddd22af3 UEB-394 - improved error message when UAT/UBT fails to execute due to global mutex. Removed name of mutex as it was not useful, and gave an idea of how to find the offending instance.
[CL 2675757 by Wes Hunt in Main branch]
2015-09-01 13:53:34 -04:00
Chris Wood
bc6dd0b64d UnrealVS 1.40 - changed manifest to support versions of .NET after 4.5
[UE-19580] - UnrealVS Windows 10 support - fix .NET version in manifest

[CL 2675669 by Chris Wood in Main branch]
2015-09-01 13:00:40 -04:00
Peter Sauerbrei
b4b56848bf PR1483 - upload libraries in UBT so static link libraries get properly discovered on iOS
fix provided by pluranium
#ios

[CL 2675500 by Peter Sauerbrei in Main branch]
2015-09-01 11:22:53 -04:00
Peter Sauerbrei
a20bba8726 UE-20590 - fix for building IOS UE4Game from PC
#ios

[CL 2675491 by Peter Sauerbrei in Main branch]
2015-09-01 11:16:06 -04:00
Ben Marsh
c830485002 Add a class to represent file and directory names stored in a canonical form. Allows strongly typing full paths and performing faster operations on them, rather than needing to repeatedly normalize them.
[CL 2675289 by Ben Marsh in Main branch]
2015-09-01 08:51:32 -04:00
Matthew Griffin
57833618eb Changed BuildDerivedDataCacheNode to use target receipts to add runtime dependencies.
Removed files from InstalledEngineFilters again.

[CL 2675191 by Matthew Griffin in Main branch]
2015-09-01 04:48:32 -04:00
Bob Tellez
4d4850714b #UE4 CIS fix. Removed code recently merged from UE4-Fortnite adding GameAggregatePromotableNodes. These no longer exist.
[CL 2675088 by Bob Tellez in Main branch]
2015-08-31 23:05:10 -04:00
Bob Tellez
e9f5fa882d Dev->Main Merging CL#2668915 using UE4-Fortnite-To-UE4
[CL 2675065 by Bob Tellez in Main branch]
2015-08-31 22:22:58 -04:00
Ben Marsh
1aba59a750 Allow rules assemblies to be empty, and not require any module source files to be loaded. The target may just use source files from the parent assembly.
[CL 2674648 by Ben Marsh in Main branch]
2015-08-31 16:44:02 -04:00
Ben Marsh
d87ae5fd1c Fix failure to get module filename for engine modules.
[CL 2674258 by Ben Marsh in Main branch]
2015-08-31 12:59:09 -04:00
Ben Marsh
28f7c6d8f9 Move the AddDefaultIncludePathsToModuleRules() function into UEBuildTarget, since it's not related to the RulesCompiler.
[CL 2674243 by Ben Marsh in Main branch]
2015-08-31 12:47:36 -04:00
Ben Marsh
d06ce0c4a0 Compile rules for the engine into separate assemblies than rules for each project, so we aren't redundantly compiling them more than once. Also compile rules for each foreign plugin into its own assembly. Reduces time taken to generate project files by almost half (~40s to ~26s) in local testing.
#codereview Peter.Sauerbrei

[CL 2674225 by Ben Marsh in Main branch]
2015-08-31 12:39:51 -04:00
Ben Marsh
0a89383b5a Explicitly compile the rules assembly and pass it around as a parameter, rather than caching it as global state in RulesCompiler.
[CL 2674051 by Ben Marsh in Main branch]
2015-08-31 10:33:16 -04:00
Chris Babcock
a939d907d6 Add launch image support for Android (disabled for GearVR)
#ue4
#android

[CL 2673367 by Chris Babcock in Main branch]
2015-08-28 19:34:42 -04:00
Ben Marsh
a5870715bf Move the RulesAssembly class out of the RulesCompiler, so we don't have to rely on state in RulesCompiler.
[CL 2672933 by Ben Marsh in Main branch]
2015-08-28 16:02:15 -04:00
Ben Marsh
6f3e34fcae Track references to dependent modules rather than just keeping their name. Saves having to look up module names repeatedly.
[CL 2672889 by Ben Marsh in Main branch]
2015-08-28 15:47:20 -04:00
Jeff Campeau
37c192be08 Don't try to expant empty architectures, only missing one.
Several platforms have empty architectures and we shouldn't call build code when staging if we can avoid it.

[CL 2672679 by Jeff Campeau in Main branch]
2015-08-28 14:37:12 -04:00
Dmitry Rekman
8819455da2 UnrealFrontend: fix Linux build.
[CL 2672520 by Dmitry Rekman in Main branch]
2015-08-28 12:54:22 -04:00
Peter Sauerbrei
d9ea1593e1 UE-20492 - fix for utilizing the path instead of the uproject name for finding the plist file
#ios

[CL 2672352 by Peter Sauerbrei in Main branch]
2015-08-28 11:35:49 -04:00
Ben Marsh
766278f542 Pass the module rules into the constructor module instances, rather than passing all the parameters individually. The number of things that get passed around is getting silly, and keeping the two things as ideologically separate is time consuming and hard to maintain.
[CL 2672163 by Ben Marsh in Main branch]
2015-08-28 08:39:42 -04:00
Ben Marsh
42c53cf179 Change IUEBuildPlatform.ModifyNewlyLoadedModule to IUEBuildPlatform.ModifyModuleRules(). Only modifying the rules object rather than the implementation itself makes it easier to optimize caching module references.
[CL 2672146 by Ben Marsh in Main branch]
2015-08-28 07:27:26 -04:00