Commit Graph

22 Commits

Author SHA1 Message Date
Terence Burns
6d75245560 Enabling the user to specify which build platform they desire, particularly for windows. Win32 and Win64
#CodeReview Peter.Sauerbrei

[CL 2080194 by Terence Burns in Main branch]
2014-05-21 06:39:47 -04:00
Max Preussner
c9d85971be Editor: refactored FLayoutService to be INI file agnostic; moved Editor layout from EditorUserSettings.ini to EditorLayout.ini
I also added code to retain backwards compatibility. Existing settings from EditorUserSettings.ini will be migrated to EditorLayout.ini

#CodeReview: nick.atamas, matt.kuhlenschmidt

[CL 2074798 by Max Preussner in Main branch]
2014-05-15 17:34:02 -04:00
Daniel Lamb
ebd6c8303d Changes for packing OBB into APK file.
- Added functionality to GameActivity to query for the asset manager and the mode we are using for OBB data
- Added UI element to toggle OBB packing into APK in the project packaging config panel
- Added code to add a command line switch to turn on packing during building
- Changed build system so that it will write out a JavaBuildConfig file so we know at runtime where to find the data
- Change the build system to copy and rename the OBB so that it is in the APK's asset directory uncompressed
- Added IFileHandle implementation to handle reading from an Asset based OBB and changed the OBB locating code so deal with looking for the OBB in the APK
Submitted on behalf of Robert Jones.
#codereview Daniel.Lamb,Robert.Jones

[CL 2071675 by Daniel Lamb in Main branch]
2014-05-13 11:40:41 -04:00
Dmitry Rekman
4a2e260c9c More changes to accomodate new Linux platforms.
Old "Linux" target platform is now called "LinuxNoEditor", so this needs to be patched up in places where target platform name was assumed to match platform name.

#codereview Josh.Adams, Peter.Sauerbrei, Michael.Trepka, Ben.Marsh

[CL 2068323 by Dmitry Rekman in Main branch]
2014-05-09 12:42:42 -04:00
Peter Sauerbrei
b05cc90119 Add messaging for when a user attempts to launch or package a iOS project with code on PC
#ue4
#ios

[CL 2066115 by Peter Sauerbrei in Main branch]
2014-05-07 17:26:46 -04:00
Max Preussner
dde6e568e1 Slate: Reorganized private Slate files; proper pre-compiled header for all files.
Notes:
- LandscapeEditor pulls in private MultiBox include files; temporarily made those public

[CL 2057183 by Max Preussner in Main branch]
2014-04-26 20:23:08 -04:00
Max Preussner
b63129a60c Slate: Refactored core Slate implementation into SlateCore module in preparation for UMG.
Other Updates:
- The WidgetReflector is now in its own module as well. It will be converted to a plug-in later.
- The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed.
- Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed.
- Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.)

Upgrade Notes:
- The Slate Remote Server is currently disabled - will be re-enabled shortly!
- If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file.
- If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore'
- The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed
- IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget()

Troubleshooting:
- After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project
- If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore'
- If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine

[CL 2057118 by Max Preussner in Main branch]
2014-04-26 15:07:24 -04:00
Thomas Sarkanen
e4e3e2613e #summary Fixed crash on shutdown on Mac
#ttp 330039 	EDITOR: Platform-agnostic editor code depends on Windows-only VSAccessor headers
#detail 	Make sure we dont access modules that are not loaded in ShutdownModule().

[CL 2053203 by Thomas Sarkanen in Main branch]
2014-04-23 20:04:39 -04:00
Joe Conley
f831791083 Translation Editor:
- Remove Duplicated entry in the Directories to Search array

[CL 2051257 by Joe Conley in Main branch]
2014-04-23 19:51:39 -04:00
Joe Conley
a3aa916688 Translation Editor:
- Added the Launcher localization folder to the list of folders searched for content to be translated
- Also added the localization paths from .ini files exposed through FPaths to this list as well
- Now you can add projects to the Translation Editor through an .ini file like this:

[Internationalization]
+LocalizationPaths=../../../Engine/Content/Localization/Engine

[CL 2049125 by Joe Conley in Main branch]
2014-04-23 19:26:07 -04:00
Jaroslaw Palczynski
37b8626c43 #ttp 331741 - UE4: CORE: TaskGraph: Move GetTaskName functionality into GetStatId
#proj UE4
#branch UE4
#summary The interface of FGenericTask is now changed. Removed GetTaskName() and changed GetStatId() to non-static and const.
#codereview Robert.Manuszewski
#codereview Jaroslaw.Surowiec

[CL 2048817 by Jaroslaw Palczynski in Main branch]
2014-04-23 19:22:09 -04:00
Thomas Sarkanen
2e3d1f5aae #summary Source code access is now done via plugins
#ttp 330039 	EDITOR: Platform-agnostic editor code depends on Windows-only VSAccessor headers
#detail 	Source code access is now extensible via plugins, so any new editors can be easily added.
#add 	Added SourceCodeAccess module that routes access via plugins.
#change 	Moved much of the old VSAccessor code into a new VisualStudioSourceCodeAccess plugin.
#add 	Added a counterpart XCode plugin & migrated the code from FSourceCodeNavigation (Applescript etc.) into there.
#remove 	Removed applescript for XCode access (it is now done via code).
#remove 	Removed source code access functionality from platform layer.
#add 	Added details customization for source code access settings, so users can choose their own accessor.
#remove 	Removed dependencies on VSAccessor.
#change 	Changed API in SWidget to not require building a string to be parsed, instead this acesses and forwards filenames & line numbers.
#extra 	Tested on Mac by Mark S.
reviewed by 	Andrew.Brown

[CL 2048697 by Thomas Sarkanen in Main branch]
2014-04-23 19:19:51 -04:00
Max Preussner
a6a4aaf123 fixed up incorrect/obsolete module dependencies in various Editor modules
[CL 2048469 by Max Preussner in Main branch]
2014-04-23 19:18:58 -04:00
Max Preussner
b5bf6dc2c3 fixed line spacing
[CL 2047886 by Max Preussner in Main branch]
2014-04-23 19:10:58 -04:00
Jaroslaw Palczynski
063df8cb16 #ttp 331356 - 'Recompile' editor button should tell user to quit and compile if hot reload is not possible.
#proj UE4
#branch UE4
#summary Changed UBT and UHT exit codes to inform about compilation result. The editor is reading exit code of UBT process and changes output message informing if this is a failure due to header changes.
#codereview Robert.Manuszewski

[CL 2044928 by Jaroslaw Palczynski in Main branch]
2014-04-23 18:36:17 -04:00
Terence Burns
7e05a87f8d #Fix Updated the Package Project configuration to use a valid config name.
[CL 2044916 by Terence Burns in Main branch]
2014-04-23 18:35:32 -04:00
Saul Abreu
bcb92e4dbf #summary Internationalization now operates as a singleton with non-static initialization. Should no longer have issues with initializing before file server when applicable. Resolved related previous double initialization issue. API-breaking change for calls to most FInternationalization methods.
#ttp 331776 - L10N: ICU: Executable size for engine and programs has regressed dramatically (ICU)

[CL 2044493 by Saul Abreu in Main branch]
2014-04-23 18:30:01 -04:00
Justin Sargent
695df42da0 Enums: L10N: Improper use of when to use the localized versus non-localized value for an enum name was causing potential asset corruption.
[CL 2043791 by Justin Sargent in Main branch]
2014-04-23 18:22:33 -04:00
Steve Robb
c34468ca19 #ttp LOCALIZATION: EDITOR: Packaging log displays Unicode characters as ?
#change The engine now accepts a -UTF8Output command line argument which allows the output stream to be in the correct mode.
#change UAT accepts the same UTF8Output parameter to allow the connecting streams to be in the correct mode too (though it's currently only passed during the UnrealPak invocation).
#add FPlatformMisc::SetUTF8Output added to allow the opting-in of a UTF-8 output stream in Windows.

#codereview robert.manuszewski

[CL 2043167 by Steve Robb in Main branch]
2014-04-23 18:15:18 -04:00
Jaroslaw Surowiec
d9bbee4320 #UE4
- Platform memory
  - Added LogMemory to log all memory related things
  - Separated PlatformMemory stats from Allocator stats, added MemoryAllocator group for allocator stats, added MemoryPlatform for platform memory specific stats, stats for these groups are updated once per frame in FEngineLoop::Tick, stats are duplicated, so they can be accessed if STATS is not enabled
 - Removed outdated code, references to unsupported platforms like PS3 or Xbox360
 - Updated MallocProfiler to support these changed, increased malloc profiler file version to 4
 - From now FGenericPlatformMemory.GetStats contains FPlatformMemoryConstants so there is no need to call the second method
 - Improved memory reporting for Windows platform, other platforms need to be updated separately
 - Misc tweak and fixes

#codereview Robert.Manuszewski

[CL 2038526 by Jaroslaw Surowiec in Main branch]
2014-04-23 16:37:37 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00