Commit Graph

232 Commits

Author SHA1 Message Date
Ben Marsh
3a7e022d4c Generate build receipts from UBT, which keep a record of all the files written for a target and records any metadata needed to stage or deploy it.
[CL 2501101 by Ben Marsh in Main branch]
2015-04-03 10:25:57 -04:00
Matthew Griffin
6de5ee48a4 Added checks on distribution level for modules and the direct dependencies of binaries
Changed Module Manager so that it adds restricted directories to modified PATH if they exist, removed unnecessary recursive use of FindModulePathsInDirectory
Updated setup of any projects that were flagged up using this system
Added old locations of restricted output to junk manifest
Added Util function to get min/max of IComparable types (used for enums)

[CL 2493565 by Matthew Griffin in Main branch]
2015-03-27 07:15:32 -04:00
Ben Marsh
adfde6fb16 Remove some UBT abuses of the "ref" keyword.
[CL 2487191 by Ben Marsh in Main branch]
2015-03-21 11:34:08 -04:00
Ben Marsh
c4c411f61d Removing last few calls to BuildingRocket()!
* Import libraries are added to the build manifest whenever precompiling modules
* UHT now just generates headers to the project directory, and headers aren't included in the engine distribution. UHT was generating them anyway, just not writing them.
* Plugins binaries now just use UE4Game prefix in Rocket (since that's where they're built from), rather than using a special name.
* Platform-specific plugins are not explicitly excluded from builds - will be stripped out by directory instead
* XMPP is not manually excluded from Rocket builds.
* Removed BuildingRocket() function.

[CL 2487163 by Ben Marsh in Main branch]
2015-03-21 07:58:39 -04:00
Ben Marsh
442988e642 Add support for precompiling modules separately to the -BuildRocket argument. Targets can specify modules which can be precompiled by overriding the GetModulesToPrecompile() function in their target rules. Running UBT with the -PrecompileModules argument will generate them in the form of static libraries for monolithic builds, or extra DLLs for non-monolithic builds, and running UBT with the -UsePrecompiledModules argument will use them.
[CL 2485993 by Ben Marsh in Main branch]
2015-03-20 08:25:23 -04:00
Ben Marsh
afcea3489a Remove BuildingRocket() special case for output paths. I don't think we build anything that would trigger this code-path in Rocket anyway, but even then - it seems like the function just ends up being a no-op anyway.
[CL 2484357 by Ben Marsh in Main branch]
2015-03-19 09:17:24 -04:00
Max Preussner
63eed5c28f UBT: Fixed public library path settings being ignored in build rules
#CodeReview: ben.marsh

[CL 2402187 by Max Preussner in Main branch]
2015-01-09 14:43:46 -05:00
Mike Fricker
47381d84ea UnrealBuildTool: Cleaning up UBT Makefile support in preparation for wide testing
- Collapsed and renamed some of the new UBT settings for fast build iteration
- New 'BuildConfiguration.bUseUBTMakefiles' that replaces the old experimental settings (defaults to off in this changelist.)
- Cleaned up some comments
- No effective changes

[CL 2400071 by Mike Fricker in Main branch]
2015-01-07 14:16:46 -05:00
Robert Manuszewski
af346e0af6 Fixing UE4Game target's UELinkerFixups not adding the PCH include path
[CL 2393028 by Robert Manuszewski in Main branch]
2014-12-18 16:32:27 -05:00
Robert Manuszewski
ec6c87d529 Shortening UELinkerFixups compiler command line length even more
[CL 2392987 by Robert Manuszewski in Main branch]
2014-12-18 15:42:28 -05:00
Robert Manuszewski
86052cb11c UBT: Temporary change (hack) to get the command line length down for UE4LinkerFixups
[CL 2391358 by Robert Manuszewski in Main branch]
2014-12-17 12:37:39 -05:00
Mike Fricker
c0183b1f52 Added Unreal Build Tool performance diagnostic info for shared precompiled header usage
- Requires BuildConfiguration.bPrintPerformanceInfo to be enabled

[CL 2391093 by Mike Fricker in Main branch]
2014-12-17 09:40:26 -05:00
Mike Fricker
0e094f0588 UnrealBuildTool: Don't mix RTTI modes when compiling modules using shared PCHs
[CL 2388591 by Mike Fricker in Main branch]
2014-12-15 11:34:00 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Ryan Gerleve
ef6c7a7dce Set the OwningModule for frameworks during SetupPublicCompileEnvironment also, since it's needed for generating compiler arguments.
[CL 2376102 by Ryan Gerleve in Main branch]
2014-12-04 11:18:56 -05:00
Mikolaj Sieluzycki
f893b88f3e Initial implementation of UnrealCodeAnalyzer.
#codereview Robert.Manuszewski

[CL 2375863 by Mikolaj Sieluzycki in Main branch]
2014-12-04 05:35:51 -05:00
Jaroslaw Palczynski
466d4ac231 Getting rid of auto-startup modules feature as it was causing confusion with loading time and it is not worth it to make it flexible as users expected it.
[CL 2373540 by Jaroslaw Palczynski in Main branch]
2014-12-02 04:37:53 -05:00
Michael Trepka
cc71376314 CEF3 integration for Mac in SlateViewer. Still WIP - there's no keyboard support yet and horizontal scrolling with mouse wheel/gestures doesn't work.
#codereview Matthew.Griffin, Mark.Satterthwaite, Dmitry.Rekman

[CL 2367740 by Michael Trepka in Main branch]
2014-11-21 13:41:17 -05:00
Robert Manuszewski
e3d090926d Making BuildConfiguration.bForceUnityBuild take precedence over bFasterWithoutUnity
[CL 2348165 by Robert Manuszewski in Main branch]
2014-11-04 05:27:19 -05:00
Robert Manuszewski
e3203338d5 TSubobjectPtr removal, phase II. Making sure we're not breaking licensee projects by making subobjects TEMPORARILY public and deprecated (but only for game modules).
#change Made subobjects public again
#change Added temporary privat_subobject macro (defaults to public keyword) to help with changing eveything back later
#change TEMPORARILY moved subobject accessors to cpp fiels so that we don't get deprecation warnings when compiling the engine headers
#change Added DEPRECATED_FORGAME macro which is empty for the engine modules and reverts back to DEPRECATED for game modules

[CL 2345437 by Robert Manuszewski in Main branch]
2014-10-30 17:10:56 -04:00
Jaroslaw Palczynski
2df4ab4b49 [UE-4798] AutostartupModules is not working properly
The auto-startup module list is now compiled to:
1. Exe if the target is a program.
2. Game module binary if the target is game, editor etc.

#codereview Robert.Manuszewski

[CL 2344885 by Jaroslaw Palczynski in Main branch]
2014-10-30 10:07:51 -04:00
Jaroslaw Palczynski
1b50963ccd Landscape module from Engine split out.
[CL 2331341 by Jaroslaw Palczynski in Main branch]
2014-10-16 05:16:44 -04:00
Ben Marsh
e2d5417d68 Remove RocketGame from UBT!
[CL 2312819 by Ben Marsh in Main branch]
2014-09-29 09:35:05 -04:00
Ben Marsh
0f78891b7d Add a program to bootstrap packaged games, which checks for dependencies being installed (an option to include prerequisites in the game is in the packaging settings), then starts the engine with the right commandline for the project. Takes an icon from Build/Windows/Application.ico if present (which allows setting the icon for content-only projects) or the game executable being launched. Resource files added to code projects now use this icon instead.
[CL 2307139 by Ben Marsh in Main branch]
2014-09-23 13:55:06 -04:00
Josh Adams
4cec25879d - No longer compile Engine.generated.1.cpp and .2.cpp together, as the large resulting code is crashing x86 android compiler.
- Fixed a couple issues with Android fat binaries (cleaning and obb being archived multiple times)
- Touched Engine.h to force a UHT refresh
#codereview Robert.Manuszewski

[CL 2305487 by Josh Adams in Main branch]
2014-09-22 09:46:58 -04:00