Commit Graph

67 Commits

Author SHA1 Message Date
Terence Burns
6f98decbcd UE-8433
Added an error code for missing ue4game binaries when packaging a non code project.
Added a check in main frame actions to determine whether we display a dialog with the error message in it.

Fix for incorrect IOS stub path being logged
Fix for incorrect Android apk path being generated for non ue4game renames in ::GetFinalApkName

[CL 2427458 by Terence Burns in Main branch]
2015-02-01 12:33:30 -05:00
Saul Abreu
ede61945bf Added the experimental Localization Dashboard UI.
[CL 2421013 by Saul Abreu in Main branch]
2015-01-27 16:31:40 -05:00
Ben Marsh
73709d04c2 [INTEGRATE] Change 2417361 by Dan.Hertzka@Dan.Hertzka_T4682_4010 on 2015/01/23 17:29:38
"Add code to project" should no longer be greyed out when the user doesn't have an available compiler

[CL 2419669 by Ben Marsh in Main branch]
2015-01-26 20:00:14 -05:00
Peter Sauerbrei
b990d427dd make it so the game executable is built even for content-only projects if from GitHub or P4, source code is found to be present, and there is a compiler
UE-7459
#uat

[CL 2406212 by Peter Sauerbrei in Main branch]
2015-01-14 14:13:00 -05:00
Richard TalbotWatkin
045ca38692 Moved Source Control actions button into level toolbar.
#jira UE-1512 - NUX: Move Source Control button somewhere more discoverable

[CL 2405840 by Richard TalbotWatkin in Main branch]
2015-01-14 06:59:46 -05:00
Jamie Dale
5c98d9a52d Prevented the crash reporter being packaged in external code-based projects
The crash reporter used to get packaged (via the editor) for all projects.

This change makes it only get packaged for blueprint or internal projects. External code-based projects won't have the crash reporter packaged, and it can also be excluded on a per-project basis via the IncludeCrashReporter project packaging setting.

ReviewedBy Jaroslaw.Surowiec

[CL 2383355 by Jamie Dale in Main branch]
2014-12-10 09:03:15 -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
Terence Burns
e0048eacac Improved Windows XP support
- Windows XP is now configurable from the editor under: Project Settings | Windows | Minimum OS Version
- We will now have a UE4Game_xp.exe which will be used for XP supported content only games
- - - Added support to UBT to choose a file name when running a build, approved by Rob M.
- - - Added functionality to UAT to look for an _xp.exe when packaging.
- Minimum Windows OS, is Vista by default.
- Bootstrap Packaged Game Program is now also built with windows xp support.

Fix for JIRA issues
https://jira.ol.epicgames.net/browse/UE-2894
https://jira.ol.epicgames.net/browse/UE-3580
https://jira.ol.epicgames.net/browse/UE-4928

[CL 2379024 by Terence Burns in Main branch]
2014-12-06 10:29:12 -05:00
Mike Fricker
734cae1c63 Escape no longer exits PIE unless the viewport has focus (don't want hard-coded input behavior) (integrate)
#codereview matt.kuhlenschmidt

[CL 2372847 by Mike Fricker in Main branch]
2014-12-01 16:52:42 -05:00
Peter Sauerbrei
3c5d1559bf fixed issue with double message when trying to package code based IOS project on PC
UE-5158
#ios
#codereview max.preussner

[CL 2369182 by Peter Sauerbrei in Main branch]
2014-11-24 17:43:28 -05:00
Richard TalbotWatkin
cec2305ea1 Config files are now presented in the "Check in files" dialog along with package files.
#jira UE-5250 - Submit to Source Control does not see edited project settings
#reviewedby Matt.Kuhlenschmidt

[CL 2364638 by Richard TalbotWatkin in Main branch]
2014-11-19 03:23:44 -05:00
Robert Jones
da37c1609f Improvements to Android deploy - queries the device for the external data directory so that the runtime and push are using the same locations
Small change to BuildCookRun to query the game ini for Android package options rather than pulling it from the command line

[CL 2354392 by Robert Jones in Main branch]
2014-11-10 06:04:27 -05:00
Chris Gagnon
0e6d657c3d Refactor to unify keyboard and controller input and focus.
Native controller navigation support.

[CL 2345039 by Chris Gagnon in Main branch]
2014-10-30 12:29:36 -04:00
Michael Trepka
c300aaa112 Fixed a Mac-specific editor crash caused by pressing a modifier key while splash screen is on screen and some parts of the editor are already initialized, but GEditor is still NULL
[CL 2341043 by Michael Trepka in Main branch]
2014-10-27 09:15:57 -04:00
Wes Hunt
31e2bb00ac Removed a bunch of stuff from Slate standard include, created SlateBasics.h
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN

[CL 2329610 by Wes Hunt in Main branch]
2014-10-14 22:50:06 -04:00
Richard TalbotWatkin
0498d80d3d Fixed crash when saving a level during auto save. Checked non-reentrancy of SaveWorld.
#ttp 342996 - EDITOR: CRASH: Saving a project while an auto save is occurring will crash the Editor.
#branch UE4
#proj Editor.LevelEditor, Editor.MainFrame, Editor.UnrealEd

[CL 2328662 by Richard TalbotWatkin in Main branch]
2014-10-14 13:02:53 -04:00
Robert Manuszewski
55f4bd6581 Removed [URL] GameName=Name from ini as we no longer need it for anything else than fixing the game name case (passed from command line)
#change Removed GGameName usage from code and replaced it with FApp::*GameName API
#change Added FApp::SetGameName(), FApp::IsGameNameEmpty()
#change Added IFileManager::GetFilenameOnDisk to get the correct case of a filename on disk
#change Renamed GGameName to GInternalGameName

[CL 2328446 by Robert Manuszewski in Main branch]
2014-10-14 10:31:43 -04:00
Marc Audy
2077f3a586 Expose ProjectHasCodeFiles, GenerateBasicSourceCode, GetCurrentProjectModules and DetermineModuleIncludePath from GameProjectGenerationModule
[CL 2327274 by Marc Audy in Main branch]
2014-10-13 11:47:21 -04:00
Max Preussner
6a3a1f5434 Saved another kitten!
#CodeReview: peter.sauerbrei

[CL 2326220 by Max Preussner in Main branch]
2014-10-10 20:54:09 -04:00
Max Preussner
9b76cc08a3 Editor: Added ability to respond to multiple deployment errors; also saved a kitten
#CodeReview: peter.sauerbrei

[CL 2326217 by Max Preussner in Main branch]
2014-10-10 20:49:06 -04:00
Dmitry Rekman
cd7d003a4d Linux fixes from PR #496, #497.
- use /bin/bash instead of /bin/sh for RunUAT.sh since the script has bashisms.
- name casing change for UnrealPak.
- contributed by amigo.

[CL 2324236 by Dmitry Rekman in Main branch]
2014-10-09 11:50:05 -04:00
Mark Satterthwaite
f6559284a4 On Mac OS X you can actually open the File > Connect to source control... dialog while a modal window is open, which should also be modal otherwise it won't display.
#codereview michael.trepka

[CL 2324053 by Mark Satterthwaite in Main branch]
2014-10-09 11:26:06 -04:00
Matt Kuhlenschmidt
e57e60f87c Fix mac shutdown crash
[CL 2322672 by Matt Kuhlenschmidt in Main branch]
2014-10-08 10:39:04 -04:00
Max Preussner
acf8b72d5e Editor: Forwarding launch and deployment errors to message log
[CL 2311494 by Max Preussner in Main branch]
2014-09-26 16:12:45 -04:00
Ben Marsh
0f78891b7d Add a program to bootstrap packaged games, which checks for dependencies being installed (an option to include prerequisites in the game is in the packaging settings), then starts the engine with the right commandline for the project. Takes an icon from Build/Windows/Application.ico if present (which allows setting the icon for content-only projects) or the game executable being launched. Resource files added to code projects now use this icon instead.
[CL 2307139 by Ben Marsh in Main branch]
2014-09-23 13:55:06 -04:00