This removes the old hack that renames the target based on nonunity being set while also adding a new intermediates folder for IWYU.
#jira UE-190274
#rb joe.kirchoff
[CL 26514773 by christopher waters in 5.3 branch]
* Write PrimaryProjectPath.txt with the location of the solution, this could be different than the root depending on project gen arguments
* Update SourceCodeAccessor accordingly to get the correct path to the solution, maintaining old defaults if the PrimaryProjectPath.txt file is not found
#rnx
#jira UE-114382
[CL 25935357 by joe kirchoff in ue5-main branch]
#fyi Joe.Kirchoff
Original CL Desc
-----------------------------------------------------------------
UnrealBuildTool: Fix failure to open/browse to source file in Visual Studio
* Always update PrimaryProjectName.txt when a project specific solution is generated
* -Game solution is always placed under the project directory, update SourceCodeAccessor according, this code was out of date
#rnx
#jira UE-114382
#preflight 6449c0c4401d328ad93a635b
[CL 25732405 by joe kirchoff in ue5-main branch]
* Use object type rather than var
* Remove double newlines
* Use pattern matching
#rnx
#preflight 647780095d23eca37d28a387
[CL 25706751 by joe kirchoff in ue5-main branch]
[FYI] Joe.Kirchoff
Original CL Desc
-----------------------------------------------------------------
UnrealBuildTool: More automated code cleanup
#rnx
[CL 25695155 by joe kirchoff in ue5-main branch]
- Added a top-level .xcconfig file to Xcode workspace for use with UnrealGame/etc so it knows where to find staged data, and set the commandline automatically
- Stage the UECommandLine.txt file for modern builds because we no longer make the Bootstrap .app
- Added XcodeBuildMode enum/string so scripts can tell when the project is being built (so build time could act differently than stage time, etc)
- Making use of the enum and other env vars to skip steps when not needed
- Other fixes for project generation
- Added -modernxcode and -legacyxcode comandline options which will override the .ini setting (refactored all UseModern checks into one function)
- Support for programs that have a .uproject, and GPF with -game -project=<program.uproject>
- Added success return value to FinalizeAppWithModernXcode
- Added quotes to fix paths with spaces in GenerateProjectFiles.command
- Enabled parallel AddAdditionalNativeTargetInformation for gathering Frameworks from targts, now that parallel project generation has been enabled and most parallel issues are fixed
#preflight 646ce67c2e78be98411323d9
#rb zack.neyland
#preflight 646f8f2850786bb5ba8a98f0
[CL 25623979 by Josh Adams in ue5-main branch]
- Only active when the project generator says it supports ContentOnly projects, although that is just for now until Xcode can test it out, in case it causes Visual Studio issues
#rb joe.kirchoff
#preflight 64638f4a4404e3cdd240327f
[CL 25490732 by Josh Adams in ue5-main branch]
- Updated the temp .Target.cs to use modern include order to avoid some warning spam
#preflight 645871664c3ec54e6ef344ca
#rb none (but tested by wei.lu)
[CL 25370095 by Josh Adams in ue5-main branch]
* Always update PrimaryProjectName.txt when a project specific solution is generated
* -Game solution is always placed under the project directory, update SourceCodeAccessor according, this code was out of date
#rnx
#jira UE-114382
#preflight 6449c0c4401d328ad93a635b
[CL 25209946 by Joe Kirchoff in ue5-main branch]
- Fixed up scripts for copying files into mac .app with modern xcode
- Changed bIncludeEngineSource being false to not remove game/samples/mods/etc from projects (only stub xcode projects set it to false, afaict)
#rb zack.neyland
#preflight 642cc4c21d19c0312af476c0
[CL 24922909 by Josh Adams in ue5-main branch]