TPS doesn't need SDK and will be used to get info about the platform
TPC requires SDK
AndroidTP has been converted to the new system
#jira UE-200883
#rb Jack.Porter
[CL 30963905 by florin pascu in 5.4 branch]
Fix ASTC HDR support
Fix up ASTC & ISPC texture formats a bit
#preflight 628cedc7347b7778b6b8745e
#rb jon.olick,fabian.giesen
[CL 20348873 by charles bloom in ue5-main branch]
- Formalizing all TargetPlatforms to have a Client version, rename WindowsNoEditor to Windows, and removing DDPI specification of TargetPlatforms, and generate them programmatically
- Updated names DeviceProfiles and Build scripts, as above
- Some PlatformInfo class cleanup
- Added a TNonDesktopTargetPlatformBase class to make most TargetPlatforms simpler
- Added "No Compiled Support" to the Turnkey LaunchOn menu when the TargetPlatforms aren't compiled in (to show that even if you install an SDK, you will need to compile before you can LaunchOn)\
- Starting the transition away from PlatformInfo::FPlatformInfo to FDDPI
[CL 13966487 by Josh Adams in ue5-main branch]
- Removed the function to return a single TP, and wrapped the functionality in a simple single required function (platform just has to add TPs to an array, high level code manages init and cleanup of the array)
- Stripped unncessary code from all TPs
- Collapsed the desktop targetplatform modules into 1 per platform
- Renamed LinuxAArch64NoEditorTargetPlatfortm to LinuxAArch64TargetPlatform to match the other non-editor platforms
- Deleted AllDesktopPlatform
[CL 13502803 by Josh Adams in ue5-main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870584 by ryan durand in Main branch]
- Changed each platform's GetTargetPlatform[s] function
#rb none
#jira UE-78692
[FYI] bob.tellez
#ROBOMERGE-SOURCE: CL 7952099 via CL 7954770
#ROBOMERGE-BOT: (v393-7951996)
[CL 7954968 by josh adams in Main branch]
UE-58371 - Various actions utilizing Cook by the Book for certain platforms crash the editor
#jira UE-58371
#rb Jack.Porter
#ROBOMERGE-SOURCE: CL 4119481 in //UE4/Release-4.20/...
#ROBOMERGE-BOT: RELEASE (Release-4.20 -> Release-Staging-4.20)
[CL 4119483 by cosmin sulea in Staging-4.20 branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]