Commit Graph

15 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
Dmitry Rekman
40ee128d0e OpenGL: downgrade obscure and harmless "warning" to verbose (UE-17528).
[CL 2604159 by Dmitry Rekman in Main branch]
2015-06-29 12:28:12 -04:00
Dmitry Rekman
818c607842 SlateViewer: fix compilation on Linux.
- Still broken in runtime.

#codereview Justin.Sargent

[CL 2585300 by Dmitry Rekman in Main branch]
2015-06-11 22:35:23 -04:00
Dmitry Rekman
22e3ce8192 Linux: use OpenGL 2.1 context in the standalone renderer.
- Should make programs (SlateViewer, UFE, Launcher) run on more drivers/hardware.

[CL 2487217 by Dmitry Rekman in Main branch]
2015-03-21 13:53:24 -04:00
Dmitry Rekman
6d5430e057 OpenGL/Linux: minor cleanup in standalone renderer.
- Fewer differences between code paths and clearer name for #define.
- Also removes GL error that was happening due to GL_ALPHA being used with a 3.2 context.

[CL 2487209 by Dmitry Rekman in Main branch]
2015-03-21 13:05:37 -04:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Dmitry Rekman
1013f76d0a Linux: get rid of legacy OpenGL code.
- PR #526 by yaakuro, with changes. Only core 3.2 is now used.
- Editor is now able to start on Intel Linux drivers (but see UECOMP-116).

#codereview Josh.Adams, Timothy.Lottes, Mark.Satterthwaite

[CL 2339349 by Dmitry Rekman in Main branch]
2014-10-23 19:42:40 -04:00
Dmitry Rekman
8f90233b03 Linux: Handle errors creating OpenGL context earlier.
[CL 2283629 by Dmitry Rekman in Main branch]
2014-09-03 18:18:20 -04:00
Dmitry Rekman
b3ab32f8fb Changes in platform initialization/teardown.
- New PlatformTearDown() function to correspond to PlatformInit(), called at AppExit() time (unguarded code).
- Linux-specific PlatformInitMultimedia() function (not part of generic platform abstraction) which handles multiple initialization of SDL and/or avoids it for certain targets.
- Fixes problem with SDL message box destroying SDL and ruining things later down the road.

#codereview Josh.Adams, Ankit.Khare, Michael.Trepka, Marcus.Wassmer, Pete.Knepley, Graeme.Thornton

[CL 2263609 by Dmitry Rekman in Main branch]
2014-08-19 22:04:56 -04:00
Dmitry Rekman
f3c593e2e7 Switch to SDL2 from icculus' SDL-gui-backend branch.
- SDL2 sources as of revision 8809:4bb098814ec4.
- Dependencies on dsext removed.
- SDL2 will be linked dynamically if the target is modular.
- Slate will refuse to start if unable to get GL funcs.

#codereview Josh.Adams

[CL 2125422 by Dmitry Rekman in Main branch]
2014-07-02 16:24:40 -04:00
Dmitry Rekman
12393fb0d9 Linux: Fix standalone programs after Friday changes.
Temporary, hopefully will go away soon together with DSExt.

[CL 2084519 by Dmitry Rekman in Main branch]
2014-05-29 16:57:10 -04:00
Dmitry Rekman
e2215d0578 Merging Darkside's StandaloneRenderer changes.
- Due to not using vendor headers when cross-compiling, we cannot use deprecated calls like glTexEnvi(). This needs to be later reworked to use another (not-plaform-specific) #define.

#codereview Josh.Adams, Michael.Liebenow, Nick.Penwarden

[CL 2067377 by Dmitry Rekman in Main branch]
2014-05-08 16:18:16 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00