- Started moving the code that turns ProjectPackagingSettings into BuildCookRun commandline from editor to C# so that we can run scripts without needing to bake out the commandline
- Updated ExecuteBuild to handle some new variables and such (like the new one for importing ProjectPackagingSettings into the commandline dynamically)
- Added ability to update a Default config file in C# (with limited functionality - set value and add array entry, with an enum we can extend later)
- Minor cleanup here and there
#rb david.harvey
#preflight 622b581ddf3960e506cf9a27
#preflight 622bb3f046679d56c3239a8c
[CL 19360380 by Josh Adams in ue5-main branch]
Add a layer of caching to avoid running msbuild as much as possible.
#jira UE-109181
#rb ben.marsh
[CL 17102399 by jonathan adamczewski in ue5-main branch]
- Added ability to have input list options be headers (prefix with ;)
#rb nuno.leiria
#ROBOMERGE-SOURCE: CL 15472185 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15472224 by josh adams in ue5-main branch]
- Removed ModifyCreateProcParams., it wasn't useful enough
- Split up ExtraProjectBuilds into EngineCustomBuilds and ProjectCustomBuilds, so that engine/Epic specified custom builds don't dirty up the project packaging settings, and the ini system won't cause future additional builds to be lost
- Fixed up a couple of tooltips to indicate compression settings are used for Pak and IoStore
#rb brian.white
[CL 15135998 by Josh Adams in ue5-main branch]
- Improvements for ExecuteBuild - mostly around project selection, where it will give you options, cache last used project, etc
- Added search/replace modifier to the {....} syntax in the build spec (useful mainly for inivalue basically)
- Editor now just runs -command=ExecuteBuild -build=XYZ instead of parsing the XYZ build params and running UAT directly
- Deleted old #if 0'd code. Can go back in p4 history to find it later.
- Setup VisualStyles in Turnkey so that the project selector looks good on HiDPI
#rb self/turnkey
[CL 15014143 by Josh Adams in ue5-main branch]
- Return more info from Turnkey so callers can know if Turnkey can install full or autosdks (based on studio settings)
- Added idea of project settings having custom builds that can be run from Turnkey (and with a later checkin, Platforms menu in the editor)
#rb ben.marsh (just the code that chains Automation commands, as seen in ExecuteBuild)
[CL 14916239 by Josh Adams in ue5-main branch]