#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]
-Adds searching widget to display current search and other search feedback
-Hides/shows searched widgets
-Adds highlighting to searches
-Backspace/delete for reducing/removing the search.
-Added support for unique widget elements
UE-809
#codereview Matt.Kuhlenschmidt
[CL 2669222 by Timothy Reynolds in Main branch]
- On Mac OS X we hide the per-window menu bar.
- MultiBlocks have a type so that the Mac-specific menu creation code can generate the proper native widget.
- The menu builder can now be asked for the constructed MultiBox so that on menu creation it can be set on the TabManager.
- That allows the TabManager to be told to update the current global menu bar when the tab or window focus changes.
- A window activation delegate has been added to SWindow to permit this.
- Widgets that used to live in the LevelEditor menu bar have been hoisted into the window titlebar on OS X as on that platform there's no menu bar anymore.
- There's limited support for parsing custom widgets in the menu MultiBlock in order to support the platform list in the File->Package... sub-menu, this is sufficient for now but is quite fragile.
- We can support custom Slate widgets inside native Mac menus should we ever need to - but it is tricky.
reviewedby michael.trepka, nick.atamas
[CL 2228398 by Mark Satterthwaite in Main branch]