* Added -BoxNoWrite command line option. When this is set, intermediate/output files are not written to disk (for now there are a few exceptions such as ispc h-files and pch-files)
* Binaries with bug fixes
Added -BoxPrintSummary command line option. By default summary is now not written out to log
#rb joe.kirchoff
[CL 25821777 by henrik karlsson 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]
2) Moved common code from executors into an immediate action queue.
3) Added support in the immediate action queue to read/write artifacts
#rb joe.kirchoff
#preflight 6454f3c5ed7ffaa0f5b2fbfa
[CL 25355149 by tim smith in ue5-main branch]
* Changed how sorting of Actions is made. This to increase throughput of builds and reduce bubbles.
1. Changed so after actions are sorted based on dependency count we do a second pass and try to move linking to as early as possible. Reason is because linking is less cpu intense and makes sense to do in parallel with compiling instead of all linking happening at the end. Linking is also not remotely executed in some scenarios and therefore we want the local host to do the linking while other actions are remotely executed
2. Added a high priority flag that can explicitly be set on actions. This is now set on actions building precompiled headers which often takes a long time and can push out builds if they are only prioritized based on dependency count. This flag is also used in IWYU build mode to build headers first (to flush out errors early) and will most likely be used in header unit builds to prioritize header unit files before other code files.
With these changes plus a following change in ParallelExecutor.cs FortniteEditor wall time went down from ~15m to 13m (tested three times with and without changes)
#preflight 63d822b95c69f453c11c0ce5
#rb joe.kirchoff
[CL 23923446 by henrik karlsson in ue5-main branch]