Commit Graph

13 Commits

Author SHA1 Message Date
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
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
Dan Oconnor
6f71821802 Improved verbage around pin removal/additions, also added details to the tooltip
[CL 2662063 by Dan Oconnor in Main branch]
2015-08-19 20:55:56 -04:00
Jamie Dale
0ca520a77e Improved diffing of behavior tree graphs
UETOOL-292 - Diffing of Behavior Trees doesn't work correctly

- Added support for diffing decorators and services.
- Ensured that you could see the properties of services and decorators in the diff tool.
    - This is now using common code shared with the behavior tree editor (to avoid this getting out of sync again).
- Fixed an issue where nodes containing changes could still be drawn faded out.
    - The "DiffR_" functions in GraphDiffControl weren't marking the node as changed since the diff results couldn't hold the information.
- Fixed SNodePanel::DeferredMovementTargetObject always moving the selection into view (rather than itself).
- Added a way to move to a node without also selecting it (SNodePanel::CenterObject).
    - This is needed as decorators and services don't exist as top-level nodes in the SNodePanel, so can't be centered on. We instead have to center on their container node.
- Added a way to control what items you want to diff.
    - This helps when checking for nodes that have been removed, as you can now avoid having to re-check all the other properties on the node, and just check for their existence (or lack thereof).

[CL 2533378 by Jamie Dale in Main branch]
2015-05-01 06:38:56 -04:00
Dan Oconnor
e833fdb3a8 [UE-7375] Fix for crash when diffing a Blueprint Interface or a blueprint that has a new graph in it
[CL 2402323 by Dan Oconnor in Main branch]
2015-01-09 16:48:18 -05:00
Jamie Dale
a569f6b356 Fixed code relying on SLATE_TEXT_ATTRIBUTE for STextBlock.
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)

This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.

[CL 2399803 by Jamie Dale in Main branch]
2015-01-07 09:52:40 -05:00
Dan Oconnor
1ea7d25e62 Diff and merge tool improvements, introduced tree view to display changes, removed the list view that used to display changes made in the blueprint's various graphs
[CL 2391959 by Dan Oconnor in Main branch]
2014-12-17 19:27:27 -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
Thomas Sarkanen
899c1d18f8 Fixed Behavior Tree diffs being backwards
Re-reversed the comparison order of passed-in Blueprint diffs & internally fixed the order of graph comparisons. Now other graphs compare correctly, as well as Blueprint comparisons still being correct.

TTP# 337672 - Behaviour Tree Editor: Visual Diffing of Behavior Trees displays some changes backwards and others not at all.

reviewed by Andrew.Brown

[CL 2113809 by Thomas Sarkanen in Main branch]
2014-06-23 04:56:29 -04:00
Dan Oconnor
21341bc827 #UE4 Trivial fix for diff view displaying {PinName} instead of the actual name of the pin..
[CL 2099837 by Dan Oconnor in Main branch]
2014-06-09 20:29:38 -04:00
Wes Fudala
55103f394b Fix for a display string.
[CL 2066689 by Wes Fudala in Main branch]
2014-05-08 03:29:17 -04:00
Michael Schoell
0a41fb741e #summary Can search for nodes in the palette menu in Blueprints with both the native name and the localized name.
#add Added UEdGraphNode::GetNodeNativeTitle to return a native title for a node.
#add Added UEdGraphNode::GetNodeSearchTitle to return the native and localized title for a node, together, for searching.
#add Can hold "alt" over a node (in the graph panel, or the palette) to see the native name of the node.

#ttp 331252 - Blueprints: Editor: L10N: Blueprints need to consistently show localized node names and when searching need to search both the localized name and the native name

#codereview justin.sargent

[CL 2044506 by Michael Schoell in Main branch]
2014-04-23 18:30:37 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00