Commit Graph

1132 Commits

Author SHA1 Message Date
yaakuro
1c630d59b1 Add CodeLite support (on Linux) - UE-18561, UE-18564.
- Includes PR #1378 and #1379 (both contributed by yaakuro)
  * Adds CodeLite project generator to UBT (can be invoked on all platforms).
  * Adds CodeLite source accessor plugin (whitelisted for Linux only).
  * Desktop platform/game project generation switched to use .workspace on Linux.
- Minor cleanup (do not recompile UAT and its modules when generating Linux projects).

#codereview Josh.Adams, Robert.Manuszewski, Mike.Fricker

[CL 2621060 by Dmitry Rekman in Main branch]
2015-07-14 18:17:55 -04:00
Ankit Khare
ce28ed2dfd #html5 html5 sdk has a race condition when handling temporary folders in a custom location. Fix by removing offiending code in the SDK and recreate the temp folder in UBT before build.
#codereview james.moran , ben.marsh

[CL 2620387 by Ankit Khare in Main branch]
2015-07-14 13:06:21 -04:00
Chris Babcock
b199ac3845 Better handling of multiple Android build targets (copies proper .so)
#ue4
#android
#codereview Josh.Adams

[CL 2620274 by Chris Babcock in Main branch]
2015-07-14 11:53:53 -04:00
Rolando Caloca
0b148b053d UE4 - D3D12RHI (not working)
[CL 2620153 by Rolando Caloca in Main branch]
2015-07-14 10:56:01 -04:00
Michael Noland
09e384f8af Core: Added logging about the command line used to invoke UHT and the duration
[CL 2619364 by Michael Noland in Main branch]
2015-07-13 22:19:09 -04:00
Chris Babcock
a14524e7c3 Improved Android ARMv7 debug flags and moved UELinkerExceptions to Launch module to prevent multiple linking on x86_64
#ue4
#android

[CL 2619142 by Chris Babcock in Main branch]
2015-07-13 19:25:58 -04:00
Peter Sauerbrei
a1bc0ddc34 fix for project generation when code signing
#ios

[CL 2619044 by Peter Sauerbrei in Main branch]
2015-07-13 18:13:44 -04:00
Dmitry Rekman
93bd759229 UBT: Extend CMake support to more platforms and other changes (UE-17019, UE-18448).
- Includes PR #1253: Create CMakeLists.txt for OS X with CLion support too (contributed by fsmorygo)
   * cmakefile key for UnrealBuildTool now allows being used on osx and linux
   * CMakeLists.txt now includes two additional sections:
           include_directories()
           add_definitions() for preprocessor definitions

- Includes PR #1372: Project Generator Platform Source/Include Path Exclusion Removal + Makefile/CMakeLists fixes (contributed by salamanderrake).
    * Files for other platforms aren't filtered out so they get indexed for an easier lookup.
    * Fix for missing cmake targets for code-based projects.

- Experimental Windows support (tested on Mac and Linux only).

#codereview Michael.Trepka, Josh.Adams

[CL 2618656 by Dmitry Rekman in Main branch]
2015-07-13 15:11:27 -04:00
Wes Hunt
a4210fbfa5 Change AutomationTool.csproj.References to use ToolsVersion = 4.0 instead of 12.0. Shot in the dark as to why the references don't seem to be working 100% of the time. But this should match the other project stuff anyway.
#codereview:ben.marsh

[CL 2616985 by Wes Hunt in Main branch]
2015-07-10 14:24:00 -04:00
Peter Sauerbrei
e6e2cbaabf fix for occasional failure to build UE4Game after generating projects
#ubt

[CL 2616920 by Peter Sauerbrei in Main branch]
2015-07-10 13:50:17 -04:00
Peter Sauerbrei
7a80640cef UEB-266 - updated clean action for UBT to properly clean items from the most recent reciept, additionally, it will also now clean up stale modules when dependencies on them have been removed
#codereview ben.marsh

[CL 2615855 by Peter Sauerbrei in Main branch]
2015-07-09 17:32:40 -04:00
Peter Sauerbrei
8f74cb0be7 fix for SSH not intiializing properly on OS X 10.9.x
#ios

[CL 2615624 by Peter Sauerbrei in Main branch]
2015-07-09 15:39:52 -04:00
Ankit Khare
da60e1c22b #html5 move emscripten cache to platform intermediate dir. fix an issue with CL 261593 where PlatformIntermediateFolder was not set during packaging, using explicit name instead.
#codereview james.moran

[CL 2615600 by Ankit Khare in Main branch]
2015-07-09 15:31:44 -04:00
Wes Hunt
7fa290bb33 Summary: running UAT from VS is simpler and faster.
UEB-261 - Ensure that compiling AutomationTool in VS will compile all other Automation Projects
* Just set AutomationTool as your startup project and pass the command to execute.
* VS will build the script modules at build time, instead of every time at runtime.
* To make this happen, "UBT.exe -ProjectFiles" now generates a companion AutomationTool.csproj.References that make AutomationTool depend on all Automation modules.
* AutomationTool.exe defaults to not building script modules at runtime. Pass -compile if you want to dynamically build them.
* Without the .references file, AutomationTool will only build itself and you will need to pass -compile.
* RunUAT.bat still works that same, defaulting to runtime compilation and supporting -nocompile flag. It then passes -compile (or nothing) to AutomationTool.

Other
* All Automation projects target .Net 4.5. Some already were and had hard dependencies on them (Rocket and SyncGithub -> Octokit). Now that AutomationTool directly depends on them, everything had to use .Net 4.5.
* Decoupled logic for -NoCompile and -NoCompileEditor. The flags are still confusing, but -NoCompile is no longer linked to -NoCompileEditor.
* Had to leave in stub support in UAT for -NoCompile else RunUAT.bat passes it along and UAT complains that it doesn't understand it.
* Added a CommandUtils.Run option to support run command, but still output the run duration.
* Reduced the verbosity when UAT.proj is run from dozens of lines per module to a single Module -> Output line. It was looking like there were problems, but it was just msbuild spew.
#codereview:ben.marsh

[CL 2615060 by Wes Hunt in Main branch]
2015-07-09 10:15:37 -04:00
James Moran
76ab578ac3 Override '.emscripten' config file location for UBT builds.
#codereview ankit.khare

[CL 2614969 by James Moran in Main branch]
2015-07-09 09:12:36 -04:00
Mikolaj Sieluzycki
13819dc17d Make UnrealCodeAnalyzer public.
- Move UnrealCodeAnalyzer to Programs/UnrealCodeAnalyzer
- Move clang/llvm binaries and includes to ThirdParty/llvm
#codereview Robert.Manuszewski

[CL 2613304 by Mikolaj Sieluzycki in Main branch]
2015-07-08 05:11:51 -04:00
Ankit Khare
03b4dcc227 #html5 correct sanity check for the emscripten config file, always recreate if not created by UE4 build system.
[CL 2612909 by Ankit Khare in Main branch]
2015-07-07 17:16:21 -04:00
Peter Sauerbrei
def97e7e35 fix for source files not showing up in the projects for games with source
#ubt

[CL 2612662 by Peter Sauerbrei in Main branch]
2015-07-07 14:10:24 -04:00
Chris Babcock
ac4e4be1d9 Update to support Nsight 3.1
#ue4
#android

[CL 2612622 by Chris Babcock in Main branch]
2015-07-07 13:53:10 -04:00
Steve Robb
8f97ba4709 Changes integrated from CL# 2417785, which was not merged back to Main from UE4-Releases/4.7. Original changelist description:
> UnrealBuildTool: No longer needs to run UnrealHeaderTool unless you actually changed a source file with UObjects in it
> - This makes it much faster to iterate on source files that UCLASS's or USTRUCT's aren't declared in
> - UBT now keeps track of the set of UObject module files (inside it's per-module Timestamp file)
> - UHT only neesd to run if a UObject file was added/deleted or changed
> - Directory timestamp checking is no longer needed by UBT for generated code
> - Added new diagnostic logging for generated code outdatedness checking (with '-verbose' option)

#codereview robert.manuszewski,mike.fricker

[CL 2612602 by Steve Robb in Main branch]
2015-07-07 13:42:33 -04:00
Peter Sauerbrei
fc35305c51 changes to allow two projects to have the same plugin name
UEB-258
#codereview ben.marsh

[CL 2611443 by Peter Sauerbrei in Main branch]
2015-07-06 15:22:45 -04:00
Michael Trepka
9aa67511ca Merging CL 2541630 - enabled syntax highlighting for MetalRHI module in Xcode project
[CL 2611263 by Michael Trepka in Main branch]
2015-07-06 13:15:54 -04:00
Steve Robb
7661666dcb Error when a module is both a dependency and dynamically loaded.
Fixes for lots of existing modules by removing all dynamically loaded duplicates (this is probably not the correct solution, but is the safest).

#codereview robert.manuszewski

[CL 2610845 by Steve Robb in Main branch]
2015-07-06 05:46:20 -04:00
Ankit Khare
9b38554ee8 UEPLAT-826 : use HTML5 SDK from third party directories.
- Always pickup HTML5 sdk from third party directory.
   - Use the new html5 template by default.

[CL 2610587 by Ankit Khare in Main branch]
2015-07-04 18:45:54 -04:00
Lee Clark
9afb7e987d Fix failure when SCE env is missing.
[CL 2610320 by Lee Clark in Main branch]
2015-07-03 07:00:18 -04:00