[FYI] Peter.Sauerbrei, Guillaume.Guay
#ROBOMERGE-AUTHOR: peter.knepley
#ROBOMERGE-SOURCE: CL 19451821 via CL 19451849 via CL 19453462 via CL 19455990 via CL 19456400
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v933-19451510)
[CL 19461496 by peter knepley in ue5-main branch]
#ROBOMERGE-AUTHOR: peter.knepley
#ROBOMERGE-SOURCE: CL 19015683 via CL 19015737 via CL 19015802 via CL 19015921 via CL 19016048 via CL 19031922
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v917-18934589)
[CL 19032151 by peter knepley in ue5-main branch]
Use thread safety locks when finding latency marker modular features from rhi thread
#rb Mike.Fricker
#ROBOMERGE-AUTHOR: peter.knepley
#ROBOMERGE-SOURCE: CL 19015311 via CL 19015708 via CL 19015763 via CL 19015857 via CL 19016025 via CL 19031920
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v917-18934589)
[CL 19032149 by peter knepley in ue5-main branch]
#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 by ryan durand in Main 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]
TTP# 342872 - EDITOR: Regression: CRASH: FSourceControlModule::ShutdownModule
The SVN source control provider module was being shutdown before the main source control module, leading to a crash.
The source control module now watches for its active provider module being unloaded, and will gracefully reset itself to the default (dummy) provider if that happens.
I also added these same checks to the source code access module, as it uses the same provider modules mechanism.
#codereview Thomas.Sarkanen, Max.Preussner
[CL 2244286 by Jamie Dale in Main branch]
- Changed Core module to use Core.h (removed CorePrivate.h)
- CorePrivate.h only included Core.h, so their PCHs were identical other than name
- Does not affect modular builds, as we need different defines for DLLExport/DLLImport for private and public PCH headers
[CL 2221011 by Mike Fricker in Main branch]