Commit Graph

18 Commits

Author SHA1 Message Date
peter knepley
a602dc77b6 bModularFeatureListLocked should be an atomic bool
[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]
2022-03-21 20:11:41 -04:00
guillaume guay
c915e23c17 Set bModularFeatureListLocked to false before releasing the CriticalSection to avoid false-positive ensure.
[REVIEW] [at]brandon.schaefer, [at]peter.knepley
#preflight https://horde.devtools.epicgames.com/job/621554cedc0170cfb36e255c
#rnx

#ROBOMERGE-AUTHOR: guillaume.guay
#ROBOMERGE-SOURCE: CL 19091432 via CL 19091450 via CL 19097234 via CL 19098404 via CL 19105428
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19147036 by guillaume guay in ue5-main branch]
2022-02-25 09:59:35 -05:00
peter knepley
3add1b21cb Compilation fixes
#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]
2022-02-17 03:41:36 -05:00
peter knepley
5d9de202ba Optional thread safety locks for modular features. Ensure when doing unsafe calls into modular feature enumeration functions.
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]
2022-02-17 03:41:20 -05:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#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]
2019-12-26 14:45:42 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#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]
2016-11-23 15:48:37 -05:00
unrealbot
b0858280f5 Branch snapshot for CL 2889817
[CL 2889817 in Dev-VREditor branch]
2016-03-11 17:29:00 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -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
Ben Marsh
f413055dc2 Make CorePrivatePCH.h Core module private PCH instead of Core.h. (Submitted for Mikolaj Sieluzycki due to ObjectVersion.cpp change)
#codereview Robert.Manuszewski, Mikolaj.Sieluzycki

[CL 2332997 by Ben Marsh in Main branch]
2014-10-17 09:52:58 -04:00
Jamie Dale
ee3213c7df Fixed crash closing the editor with SVN source control enabled
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]
2014-08-05 10:29:53 -04:00
Mike Fricker
72a34e4ee9 Compile Times: Fixed Core module needing two separate PCH headers in monolithic compiles
- 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]
2014-07-16 13:44:46 -04:00
Mike Fricker
e6112781bb Elimimate heap allocations when calling GetModularFeatureImplementation() each time
[CL 2115278 by Mike Fricker in Main branch]
2014-06-24 10:46:16 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00