Commit Graph

13 Commits

Author SHA1 Message Date
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
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
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Mike Beach
10aa6932f9 [UE-5740] The finish/cancel buttons now close out the editor when running the merge tool from command-line.
#codereview Dan.OConnor

[CL 2368928 by Mike Beach in Main branch]
2014-11-24 17:38:44 -05:00
Mike Beach
809444724a [UE-5068] Extending the new command-line asset diff command to handle Blueprint merging.
#codereview Dan.OConnor

[CL 2367629 by Mike Beach in Main branch]
2014-11-21 12:21:17 -05:00
Dan Oconnor
2735b8d9e2 #UE4 blueprintmerge no longer has buttons, binds to blueprint editor. No longer inherits from SBlueprintDiff.
[CL 2244539 by Dan Oconnor in Main branch]
2014-08-05 14:46:11 -04:00
Dan Oconnor
8566ea71b7 #UE4 Reworked tab spawner registration - limiting ourself to a single merge operation at a time for the moment.
[CL 2220069 by Dan Oconnor in Main branch]
2014-07-15 20:22:37 -04:00
Dan Oconnor
89b2bcf6b4 #UE4 pulling merge tool out of the tabmanager (fixes bug where we could not close the merge tool when the tab manager created it, fixes bug where tab manager would destroy merge tool when we switched tabs..)
[CL 2219523 by Dan Oconnor in Main branch]
2014-07-15 13:27:02 -04:00
Dan Oconnor
994103ffcb #UE4 Merge panel more correctly integrated into blueprint editor, ownership cleaned up, cancel action restored...
[CL 2181671 by Dan Oconnor in Main branch]
2014-07-09 13:18:10 -04:00
Dan Oconnor
76102fcda0 #ue4 build fix
[CL 2176815 by Dan Oconnor in Main branch]
2014-07-08 18:33:09 -04:00
Dan Oconnor
24701a8945 #ue4 first pass of moving mereg tool into blueprint editor, still has tab restoring issues.. disabled by EnableAssetMerge ini flag
[CL 2176560 by Dan Oconnor in Main branch]
2014-07-08 18:23:08 -04:00
Dan Oconnor
79165ed057 #UE4 First iteration on the merge module.. Changes to diff panel reviewed by Mike Beach, driver disabled by [AssetMerge] EnableAssetMerge
[CL 2116875 by Dan Oconnor in Main branch]
2014-06-25 13:25:21 -04:00